#the UI element

1 messages · Page 1 of 1 (latest)

light field
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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

crimson turtle
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well that's weird

light field
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World space canvas and screen space - camera canvas are rendered by the game camera, so they get all the same PP

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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

crimson turtle
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what's funny is that rn only the overlay camera has post processing

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works okay

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Idk how to make it work with just one

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would optimize my game

light field
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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

crimson turtle
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honestly I don't get why I can't have more than 1 global volume present in the scene

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it's unrelated

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but it bothers me

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I tried b4 lerping between 2 global volumes and it worked sometimes and othertimes it was buggy

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seemed like it picked out randomly which volume to pick as first and second

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maybe it has smth to do with the order in the hierarchy

light field
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Nothing to do with hierarchy order, but you will want to give them different priorities

crimson turtle
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ohhhh