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Post process costs more about 6~7 milliseconds when 2 camera are rendering
Hello,
We have 2 cameras, one is the fight camera for rendering the 3D scene game objects and the other one UICamera is for rendering the UI stuff.
On the fight camera, there is a post process effect working on it for the blooming effect that will cost more 6~7 ms when 2 cameras are working together even if the post process effect doesn't work on the UI Camera. If the UI camera is closed, there is no more cost any more.
Could any one help on it for solving this issue? Or is it a potential Unity rendering issue? We must use the UICamera for there are some particles displaying over the UI elements.
Regards, Lei
Answer by b1gry4n · Oct 13, 2016 at 12:06 PM
Make sure your UI camera is not drawing everything twice by adjusting the culling mask. Everything on the ui camera should be unchecked except for the UI layer. The clear flags should be set to depth only and the depth should be a higher value than your main camera
Yes, The camera property has already been set as what you suggested, the UI Camera is only drawing the UI Layer with the culling mask set and the clear flags is set "Depth only". the depth of UI camera is 10 that is higher than the main camera. Thanks for the reply!
if you disable just the camera component on the UI camera, does the delay still occur? Dont turn off the camera game object, just the camera component. This would be a test to see if anything associated with the UI is causing the delay, or the actual rendering of the ui from the camera. After you do that test, try turning off everything associated with the UI except the camera component and see the difference.