This feels like a rather newb question.
I have a tactical pause system in my game. When the pause function is active, a semi-transparent canvas image overlays the view with a monochromatic tone. Rendered behind the image there are several GameObject units. The units can be interacted with through the UI image.
I want the units to visually “pop out” in full color contrast against the monochrome of the image, as in: rendered “atop” the canvas image. I have read of a common method that addresses this topic. The method uses two cameras, sets the culling standards on each, then organizes the sorting layers and view distances respectively. The rub is, Cinemachine is designed to use a single main camera (where I parked the Cinemachine Brain script) and the virtual cameras. I have investigated blending methods and Cinemachine API. I haven’t found anything (yet) that covers these explicit conditions. TBH the examples in the Unity manual are appropriately terse, and seem to display best practices, but I am not a third year Computer Science major. Plenty goes over my head.
My project uses URP. The main camera’s render type is base. The culling mask is set to everything. There isn’t any raycast obstruction by the canvas image.
If anyone can offer advice or steer me toward information that an Intermediate/Lesser Skilled student can digest and apply I would be very grateful.