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Question by spuchals · Feb 11, 2021 at 02:46 PM · uishaderlayerscamerasdepth

Camera layering : UI shader is cleared by second camera with Depth Only flag

Hello everyone,

I've searched for hours for a solution, I really hope some shader-cultured programmer can help me!

I have 2 cameras :

  1. Main camera with most layers, basically the playable world. Clear flags = Skybox, Depth = -1

  2. One rendering ONLY the Lucid layer (black cube in 2nd screenshot), which has to render on top of everyhting so Clear flags = Only Depth, Depth = 20


The problem is that on Camera 1, all the UI canvases in World Space in my Default layer are getting cleared by the second camera! I guess the problem lies in the UI default shaders. Even if I make the 2nd camera as Don't Clear, it clears out all UIs...


I thought about editing the Default UI shader and play with rendering Queue, clear flags in the code, but I can't even find where it is or how to edit it.

What might help is that on the 2nd Camera, there is 4 Command buffer, and removing "BeforeImageEffects: Post-Processing" puts back the UIs, but makes the wanted object disappear...


Here are two screenshots demonstrating the problem :

First image shows only the Main Camera, with all the world space canvas UI's showing correctly.

alt text

Second one is with the black cube on the Lucid layer, in Camera 2 : all canvases disappear...

Second camera : Depth Only, Depth 20

I'd be very grateful if you could help me out ! Cheers

cam2-min.png (205.7 kB)
cam1-min-1.png (208.2 kB)
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avatar image spuchals · Feb 11, 2021 at 02:47 PM 0
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Also : I tried creating a 3rd camera for all UI but it doesn't solve the problem : the "Lucid" layer with Only Depth flag clears it out, and vice versa.

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Answer by spuchals · Feb 11, 2021 at 03:20 PM

I found a "solution", this seems to be a bug with Post-process Layer component !

Unticking "Directly to camera target" in Post-process Layer solves the issue, but might leave other consequences...

Also, I'm working with Aura 2 and this issue seems to have broken it. I'll rebuild the camera from zero and see what happens...

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