With the coexistence of URP and HDRP, will there be expected changes to how camera stacking works? My game uses it quite a bit and I’d like to know if there’s any changes in how it works and with post processing. Cause I know post processing is supposed to get proper layering (which would be extremely valuable).
Hey!
The post processing stack in URP does not preserve alpha. This means we can’t composite a post processed image on top of existing color data, which is a bummer. The result is that overlay cameras with post processing enabled will process the entire frame, even the pixels that weren’t touched by that overlay camera.
We know this is a big issue for many users and have it at the very top of our list to fix. We will modify the post processing stack to preserve alpha which will allow overlay cameras to have “unique” post applied to them.
Further down the line (hard to say how far) we will revisit the camera stacking system as a whole from the perspective of making it more flexible and unified with HDRP (perhaps by introducing something like the HDRP composition graph to URP) but no promises as to when that will happen and what it will entail.