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Post processing layer in Universal RP
Is there a way to force the post processing in universal RP to ignore certain layers? My entire 2D project is affected by bloom, which I only want on some objects.
Answer by tadadosi · Jun 09, 2020 at 02:10 AM
You could use shaders with high HDR Color intensity values. If you increase your Bloom Threshold, only the shaders with high values will get the effect.
Answer by Vollmondum · Jan 15, 2020 at 12:28 PM
You need a separate camera with +depth and the mask for bloom-stuff tags. That second camera needs another PP profile with bloom only on it.
P.S. mind that camera with higher depth value renders everything on top of the other one, so you'll need a shader or other ways to prevent seeing shiny things through walls
Unfortunately, using the universal RP prevents the use of additional cameras. I'm using the universal RP as it's a better solution for optimizing on mobile, but I guess I can't have the best of 2 worlds.
Answer by marksteelz3 · Apr 23, 2020 at 06:01 PM
I have not found a definitive answer on this. Would love to know if ignoring layers is possible, it seems like the Volume Mask dropdown in the Camera component should be the way to do it but that doesn't work for me. I'm trying to do this for a VR project where multiple cameras would not be possible
I have this problem right now, I hope this gets answered soon
The behaviour is very weird. It should be possible to use layers+volumes+cameras, but in reality it's not.
Answer by lucilo · Jan 13, 2021 at 11:01 PM
that sucks
I saw some tutorials where it is posible by using LightWeight Render Pipeline, but, i installed it, and i cant make even glow anything, or any effect... seems like it doesnt allow me to create a LWRP to set on the graphic settings.... anyone can help with that ?
Answer by DarkGate · Sep 16, 2021 at 09:25 PM
You can ignore layers by using two cameras (one main and one overlay) and two different post processing (pp) volumes. Camera 1 and pp 1 should be on the same layer and the volume 1 should intersect the camera. Camera 2 and pp 2 should be on a different layer and the volume 2 should intersect camera 2. Be sure to also set the culling mask of each camera to the perspective layer. The end result is pp1 will only affect what camera 1 sees while pp2 will only affect what camera 2 sees.
The image uses a 3 camera setup that I'm using in my game, but it can be done with just two. Note that the static camera renders the background in black and white while the units camera renders the units in full color and other pp effects. Lastly, dont forget to also put your objects into the correct layers.
PP volumes still apply to everything in the current stack and are not limited to the layer they're in. Try remove the black&white effect from your Static layer+camera and put it in the Unit layer+camera. You'd expect the units only to be black&white, but in reality everything will be black&white.
So in my game for example I can't put a nice fireball with bloom in front of a background without bloom.
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