#Sharing depth buffer between cameras URP

1 messages · Page 1 of 1 (latest)

frail peak
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I have a double camera setup, one for the world and the other for the player.
There are several reasons for this, most important of which is having separate post processing.
I don't want depth of field for the player, although that's not the only reason.
However, this introduces the issue of the player feeling a bit out of place as he never really interacts with the rest of geometry.
It's a katana slicing fruits so it's quite noticeable and it doesn't feel nice at all.
So therefore, I was wondering if it's possible to somehow share the depth buffer from the main camera with the player camera in order to accurately represent the player in the world.
I've seen a few suggestions on using custom shaders, however, I would prefer not taking this route as I might add custom shaders to my player(and possibly other objects) so I want this to be a setup once and forget about it solution, if possible of course.
I greatly appreciate any tips and resources you share, as well as suggestions for taking a different route(if there are valid reasons of course).
Please @ me and thanks in advance!

frail peak
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bump

frail peak
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bump

lucid mica
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The only out of the box solution would be camera stacking where you've a base camera which can funnel depth information into an overlay camera

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Pretty sure you can filter PP by layer though if that's a problem Ah, maybe I'm thinking of filtering by camera or by render objects