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HDRP shadergraph material not visible in renderTexture if render pass is set to After post process
I am experimenting with portals in unity, and i was able to make rendering work by using shadergraph with screen-space texture sampling, + setting a background color's alpha to zero in a camera that is rendering portals. However, i found that if is set portal's material render pass setting to default, it appears darker than that environment, but it can be seen if it itself is rendered onto another RenderTexture. but if is set render pass to "After post process" its brightness appears correctly, however, it is no longer visible, when rendered onto another portal's render texture. How do i either A: make it visible in other render textures, or B: fix weird brightness mismatch cause by post-processing (maybe somehow disable it for portal camera?)