There are many reasons you may want to actually do this, but it is important to remember that a culled layer will not be rendered to that camera. Lastly, it is possible that the camera is being told to cull the layer containing the texture. Since a texture is 2D, it does not have a Z depth if you face it away from the camera, at a 90 degree angle, it simply will not be visible. Ideally, you want your texture to be facing the camera. It is important to note the rotation of the object containing your texture. As such, the closer an object gets to the camera, the closer it needs to be to the cameras center view for it to be rendered. In the case of perspective cameras, the camera's view becomes an angle the further away you get, the wider the view. These values effectively do the same thing they determine the size of the camera's view.
Anything before the local Near distance or after the local Far distance does not get rendered by the camera.
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The development license gives you everything you need to build custom applications, including: