#the UI element
1 messages · Page 1 of 1 (latest)
As far as I know, an overlay camera and a screen space overlay canvas are completely excluded from post processing of the base camera / game
well that's weird
World space canvas and screen space - camera canvas are rendered by the game camera, so they get all the same PP
Overlay camera on the other hand has to be excluded from the volume layer of the base camera, so you don't get post processing twice
what's funny is that rn only the overlay camera has post processing
works okay
Idk how to make it work with just one
would optimize my game
Also importantly with camera stacking, you can't ever exclude cameras below the current camera in the stack from being affected by the post processing of each camera above
Since the PP affects the whole rendered image by each point in the stack
yeah I found that out the hard way
honestly I don't get why I can't have more than 1 global volume present in the scene
it's unrelated
but it bothers me
I tried b4 lerping between 2 global volumes and it worked sometimes and othertimes it was buggy
seemed like it picked out randomly which volume to pick as first and second
maybe it has smth to do with the order in the hierarchy
You can, and it's meant that you would often have more than one
Nothing to do with hierarchy order, but you will want to give them different priorities
ohhhh