#Basically , you need to render the depth
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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 ?
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)
Without explaining a bit more the intend of that post process, I don't see why you'd need two depths.
Still there ? ^^
Sorry i didn't had the notification !!
I don't have any "specification" for the moment. My most basic stuff is to have a different color treatment for my different layers, and the depth allow to have a better blending with the world
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
Yeah, would be nice, because right now I still don't get why you need multiple depths.
give me a minut
Forget about the cartoon effect, let's consider i want to blur the scenes excepts the selected objects, how can i do that ?
(and keep the "depth" data in order to have a blending)
You need a fullscreen mask containing your objects, and blur only pixels outside of the mask
do you have a link for this in documentation ?
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.
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