I'd create a depth mask for that.
Follow this tutorial, i've used this one in the past and it would produce your desired result.
https://www.youtube.com/watch?v=uxXEV91xsSc
Code from the video (credits for video: https://www.blog.radiator.debacle.us/2012/08/how-to-dig-holes-in-unity3d-terrains.html)
Custom Depth Shader
//Place onto the object you want to see things through i.e. window / hole Shader "Custom/CustomDepthShader" { SubShader { Tags {"Queue" = "Geometry+10" } Lighting Off ZTest LEqual ZWrite On ColorMask 0 Pass {} } }
Custom Depth Shader Terrain
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) // Unity Standard terrain shader + custom "Queue" = "Geometry+100" Shader "Custom/CustomDepthShader(Terrain)" { Properties { [HideInInspector] _Control ("Control (RGBA)", 2D) = "red" {} [HideInInspector] _Splat3 ("Layer 3 (A)", 2D) = "white" {} [HideInInspector] _Splat2 ("Layer 2 (B)", 2D) = "white" {} [HideInInspector] _Splat1 ("Layer 1 (G)", 2D) = "white" {} [HideInInspector] _Splat0 ("Layer 0 (R)", 2D) = "white" {} [HideInInspector] _Normal3 ("Normal 3 (A)", 2D) = "bump" {} [HideInInspector] _Normal2 ("Normal 2 (B)", 2D) = "bump" {} [HideInInspector] _Normal1 ("Normal 1 (G)", 2D) = "bump" {} [HideInInspector] _Normal0 ("Normal 0 (R)", 2D) = "bump" {} // used in fallback on old cards & base map [HideInInspector] _MainTex ("BaseMap (RGB)", 2D) = "white" {} [HideInInspector] _Color ("Main Color", Color) = (1,1,1,1) } CGINCLUDE #pragma surface surf Lambert vertex:SplatmapVert finalcolor:SplatmapFinalColor finalprepass:SplatmapFinalPrepass finalgbuffer:SplatmapFinalGBuffer noinstancing #pragma multi_compile_fog #include "TerrainSplatmapCommon.cginc" void surf(Input IN, inout SurfaceOutput o) { half4 splat_control; half weight; fixed4 mixedDiffuse; SplatmapMix(IN, splat_control, weight, mixedDiffuse, o.Normal); o.Albedo = mixedDiffuse.rgb; o.Alpha = weight; } ENDCG Category { Tags { "Queue" = "Geometry+100" "RenderType" = "Opaque" } // TODO: Seems like "#pragma target 3.0 _TERRAIN_NORMAL_MAP" can't fallback correctly on less capable devices? // Use two sub-shaders to simulate different features for different targets and still fallback correctly. SubShader { // for sm3.0+ targets CGPROGRAM #pragma target 3.0 #pragma multi_compile __ _TERRAIN_NORMAL_MAP ENDCG } SubShader { // for sm2.0 targets CGPROGRAM ENDCG } } Dependency "AddPassShader" = "Hidden/TerrainEngine/Splatmap/Diffuse-AddPass" Dependency "BaseMapShader" = "Diffuse" Dependency "Details0" = "Hidden/TerrainEngine/Details/Vertexlit" Dependency "Details1" = "Hidden/TerrainEngine/Details/WavingDoublePass" Dependency "Details2" = "Hidden/TerrainEngine/Details/BillboardWavingDoublePass" Dependency "Tree0" = "Hidden/TerrainEngine/BillboardTree" Fallback "Diffuse" }
Hide Object
//Add to any object you want to hide when looking through the depthmask (DOES NOT WORK ON TERRAIN, USE CUSTOM TERRAIN SHADER) using System.Collections; using System.Collections.Generic; using UnityEngine; public class HideObject : MonoBehaviour { void Start (){ // get all renderers in this object and its children: var renders = GetComponentsInChildren<Renderer>(); foreach(Renderer rendr in renders){ rendr.material.renderQueue = 3000; } } }