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Visible pixels mesh?

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So I was reading the release notes for UE4.10 and noticed these VR optimizations (scroll down to New: Optimized VR Rendering):

https://docs.unrealengine.com/latest/INT/Support/Builds/ReleaseNotes/2015/4_10/index.html

They're using a masking mesh to discard a good chunk of pixels from even being rendered, then using the inverse to not apply postprocessing effects. Anyone have any ides on how/if that could be implemented in Unity? I think doing it for the postprocessing would be...

Visible pixels mesh?

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