There’s an object that emission itself with materials made through a shader graph.
- Not affected by light
Regardless of whether the lux of Directional Light is 0 or 130,000
No matter what other lights are around object, look the same
- No shadows on the object
- Does not affect other objects
(object emission on its own but does not brighten or reflect other materials)
How can I achieve this?
Sounds like you could use light layers to achieve all of this.
Thank you.
I tried using the light layer, but it didn’t work out as I wanted.
There were some problems.
Exposure
Even with the light layer,
the object looked different when the brightness of the directional light changed.

I found some solution, but I’m not sure this is the right approach.

Set the Emission Node’s Exposure Weight to 0
SSR

It was possible to set whether to receive SSR.
However, it seems that it is impossible to set the effect of SSR on other objects.
I’ve seen some advice that using custom pass can be helpful, but… I haven’t solved this yet.
Additionally…
The results of the SSR are rendered very strangely.
I’m not sure what causes this problem.

To sum up the problem…
I want to selectively apply the PostProcess effect, is this possible?
Can I use Custom Pass without background knowledge such as ShaderLab/HLSL?
To avoid XY Problem…
The purpose is the same as the UI.
As is the case with the usual UI.
It should not be affected by the environment
It should not affect the environment
Is there a good solution?