#Basically , you need to render the depth

1 messages · Page 1 of 1 (latest)

pseudo thorn
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so your solutions is to give a render texture to each camera and work on that render texture to get the depth ?

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The goal is to apply different post process on certains objects, but i need at least two camera (let's consider it's one for interactable objects, the othen one is for the rest of the world)

fervent ocean
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Without explaining a bit more the intend of that post process, I don't see why you'd need two depths.

fervent ocean
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Still there ? ^^

pseudo thorn
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Sorry i didn't had the notification !!

pseudo thorn
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the more specific stuff is to have a "cartoon effect" only in one layer, with smaller point in near objects and larger points with far object. Maybe i'm not clear i can make graph if needed

fervent ocean
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Yeah, would be nice, because right now I still don't get why you need multiple depths.

pseudo thorn
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give me a minut

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Forget about the cartoon effect, let's consider i want to blur the scenes excepts the selected objects, how can i do that ?

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(and keep the "depth" data in order to have a blending)

fervent ocean
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You need a fullscreen mask containing your objects, and blur only pixels outside of the mask

pseudo thorn
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do you have a link for this in documentation ?

fervent ocean
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Nope, there is nothing like this in the doc, you would need to do it yourself.
If you are in URP, typically you'd do it using a custom scripted renderer feature.

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The other more brute force option is to simply use a fullscreen blur on ALL the scene, and re-render the objects after post processing