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You just have to create a new asset using Create > Render Texture and then assign it to your camera. I can now use this asset like any other texture in the project. I have also set up Culling Mask so that the camera captures only the things with the correct layer. This is how Render Texture Inspector looks like.
Therefor I bought a product from Unity’s Asset Store called Runtime Mesh Batcher (Which seems no longer to be available). The creator Mr. Georges Dimitrov form Concordia University was a huge help, as I explained him by mail some trouble I got when using the asset on Unity version 2017.3.1f1. That’s it. When
It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 New asset workflow. It parses your code and automatically understands what you are trying to do (such as writing to alpha for transparency, reading from screen, etc.)
with 17 alpha builds distributed in 2022, and continuous development effort since 2019. You may have already seen some of this content on social media, in blog posts, or in alpha release notes. It was added relatively recently and so has not been tested in the alphas as much as other features. It has been a long road to Godot 4.0
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