Blur Effect on camera slice - How do I blur only only the rendered portion of a camera which clear flag is set to Depth only ?

Blur Effect blurs the entire frame and I only want to blur the portion which is rendered. How do I do that ?

this is what I want (photoshopped): http://img263.imageshack.us/img263/9816/screenshot20100424at115.jpg

but this is what I get when the blur effet of camera 2 is turned on - the whole frame is blured, not just what camera 2 is rendering http://img97.imageshack.us/i/screenshot20100424at115.png/

here is my set up

Camera rig : camera 2 is the foreground camera http://img641.imageshack.us/img641/9429/screenshot20100424at120.png http://img708.imageshack.us/i/screenshot20100424at115.png/

entire scene http://img6.imageshack.us/i/screenshot20100424at115.png/

view through camera 2 blurr off http://img72.imageshack.us/img72/8194/screenshot20100424at121.png turned on... http://img217.imageshack.us/img217/3470/screenshot20100424at122.png

Short answer is that my best guess for the process is as I put down in http://answers.unity3d.com/questions/8983/can-you-use-a-camera-effect-that-only-applies-to-a-certain-layer

Try doing it with two cameras in the same position set to render to the same part of the game window. One has a blur filter and only renders objects on one set of layers, one has no filter and only renders objects on the other layers.

If the objects on the respective layers interclip eachother... then the process goes into the realm of the hypothetical, but you may be able to use some shader wizardry to render-to-texture a mask that contains info on whether a given screen pixel contains an object tagged for one layer or another.

Based on your description, you seem to be doing something similar... I'd double-check that the foreground camera is set to not render your background objects and vice-versa. If all else fails, you may need to do something hack-ish like render each camera independently to a texture in real time and layer those textures as GUI elements :P