My game requires a depth of field effect, and I then need to draw transparent things after the DoF effect. I have one camera set to draw opaque objects and apply the DoF effect, then I have an identical camera set up to just draw the transparent parts.
I’ve just hit this issue today trying to implement an FPS with seperate world and weapon cameras. Any post effects that don’t require access to depth information seems to work fine but the instant I do SSAO, or edge detection, or DOF it becomes a case of either one camera or the other. I’ve wasted all day messing with ways to fix this and the closest thing I could get was when I placed a quad in the scene with a rendertarget as material albedo. In that instance it was able to apply the post process to both the scene and the render target except no matter what clear flag option I chose for the render target it always resulted in something that looked like the depth wasn’t being cleared so there may be a bug there. From my experimenting though I could guess that the image effects will need to be rewritten to make use of commandbuffer and combine the two rendertargets manually which may also require a rewriting of the shaders unless there’s an easy way to superimpose the one rendertarget over the other without clearing any depth information that shouldn’t be cleared before passing it to the post effect shader.