Image Effect per object

Hi there!

I having a problem with my Image Effects, i have a GUI created with mesh objects (no GUI TEXTURE) and the Image Effects affect the my mesh GUI.

How i can create restriction for don’t affect all object in the scene?

i.e. i have some lifebars in planes and i don’t want the color correction or vignetting in it, just in the other object in the scene.

thanks

The should be a a possibility to restrict the image effects to only one camera. (not tested out)
You should be able to edit the image effects scripts do assign the effect to only one camera.

Simple, use two cameras, one for your “GUI” and one for your scene. Apply post FX only to your scene camera, problem solved.

Hi guys,

Thanks for the help!

Any reference to see how render the gui and 1 cam and the rest of the mesh in other cam and combine them?

sound easy but i have not idea how filter object per camera and render them.

Unity cameras support layers and depth orders. Read the Unity docs on layers and cameras.

OK, i have both cameras working now but the Image effect still in the second camera.

i have this :

Main Camera (perspective to my scene) (this camera have Color correction and vignetting)
Depth: 1
Clear flag: Depth only

New Camera (rotate it Y180 and orthographic to the GUI ) (no effect)

Depth: 0
Clear Flag: Solid Color

maybe i forgetting stg…

EDIT:

Maybe a script to disable the effects in the camera.

I am having the same issue. I have setup two cameras the same way you have. In one I have all my objects and layers except one layer. In the second camera I have one layer with a glow effect. However items/game objects in the “other” layers (from camera 1) are having the glow effect applied to them even though I have those layers removed from the camera (culled). Bug?

[UPDATE] Skip this and use the method below this post…
The way I understand it is you:

A: Render your World Scene with Glow effect into a Texture.
B: Render your GUI objects into another Texture, with depth clear.
C: Combine the two textures with the GUI Texture on top of the World scene Texture… this bit im not sure how but I imagine there is a shader out there somewhere that can do that.
D: Use the final texture as a GUI.Label set to the dimensions of screen.width/screen.height or put it on a material and use that material on a plane in front of the ‘MainCamera’…in Orthographic mode. Note Antialiasing doesnt seem to work on render targets.

I just tested this and it seems to work:

World Scene Camera Depth 0

GUI Objects Camera Depth 1 - Draw on top of World Scene Camera

GUI Objects Camera - Clear Flags Depth Only - Background Black with Alpha 0.

All GUI objects set to unique layer.

GUI Objects Camera Culling Mask only sees the GUI Objects unique Layer.

World Scene Camera Excludes the GUI Objects unique layer.