Hello friends,
I have created a custom fullscreen shader, which posterizes the colours of the screen. I’ve made this into a post processing effect, which renders after post in the HDRP global settings.
However, I don’t want this to influence the colours of the skybox, as this doesn’t look good (too big and noticeable). It’s not an option to make every shader on every object have the shader, as I also need it on my terrain, particles, etc.
There doesn’t seem to be any easy way to exclude layers from the post processing, as there is in the built-in RP. I’ve tried multiple cameras with fullscreen passthrough, creating a custom render pass (though admittedly, I am unexperienced with HLSL and porting from shadergraph to .shader with the help of GPT is the furthest I’ve gotten). Post processing layers don’t seem to be supported for HDRP, so this also seems like a no-go.
Can anyone help me out? Version: Unity HDRP 2022.3.20f1 DX12
TLDR: Don’t want skybox to get post-processing effects from fullscreen shadergraph
