More info See in Glossary, ensure that you optimize their usage. The captured image is then stored as a Cubemap that can be used by objects with reflective materials.
More info See in Glossary so that more distant objects fall outside its frustum, or, for a more fine-grained approach, putting objects into separate layers and setting up per-layer cull distances with Camera.layerCullDistances. The output is either drawn to the screen or captured as a texture. More info See in Glossary to prevent Unity from drawing objects that are hidden behind other objects, reducing the far clip plane of a Camera A component which creates an image of a particular viewpoint in your scene. Consider using occlusion culling A that disables rendering of objects when they are not currently seen by the camera because they are obscured (occluded) by other objects.