Hello,
I have been developing a game titled ‘Dead Air’ for iOS platform. In the game, I am applying some post-processing effect (bloom and local contrast enhancement in same shader) in OnRenderImage of one camera setup scene. To keep some gui elements drawn with raw OpenGL calls out of effect from this post-processing, I was planning to add a separate camera for GUI layer only. I setup the 2nd camera with appropriate depth value and clear settings set to depth only value, first camera is set to a render texture.
The code runs well on Unity editor. However, it shows some static texture when I run this 2 camera setup on iPad2. If I disable the postprocessing, it runs perfectly on iPad2 also. If I use just one camera post-processing works fine also. I made sure in the player settings 32-bit display buffer is checked. I am not sure what I am missing or what approach can be taken to fix it. I am at very end stage of the development with this issue outstanding, so I would appreciate any suggestion.
If you are interested, you can view some screenshots from the game on it’s facebook page:
https://www.facebook.com/pages/Dead-Air/520848781285438?ref=hl
-Masud