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Creating Color Scopes in Unity.
I want to create a UI element that contains color scopes in unity (visualize the color intenseties). Like this:
I need to sample the color output of the camera (including any postFX shaders attached to the camera, so if i apply a LUT Color correction the scope will change)
Other UI elements must not be sampled.
I assume that the best way to do this would be to create a sprite with a custom material, that i write to in runtime. But how do i go about sampling the camera+postFX without also sampling the other UI elements?
Answer by malu05b · Jul 27, 2015 at 11:08 AM
I found out that using a secondary camera and tunneling it through a render texture i was able to get the UI and the post effects on a seperate layer.
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