I’m trying to implement the new post processing stack with a two camera setup for FPS rendering. I searched a bit and was surprised I couldn’t find any threads on such a common use case.
My camera setup is the following:
MainCam (Depth: 0, Culling Mask: Default, Clear: Solid Color)
FPSCam (Depth: 1, Culling Mask: Test, Clear: Depth Only)
The issue I am facing is I can apply the post-processing to FPSCam but then I lose all depth information and certain effects fail. If I apply the post-processing to MainCam I get the depth information but then the FPS cam loses all post-processing. What are some good ways to work around this? I tried using a third camera and rendering the two camera to render textures and the compositing them with Graphics.Blit but that was buggy and seemed very wrong to me.