Hi guys,
I’m working on a split-screen game which renders multiple cameras to the screen. At the moment it’s using the camera rect to divide the screen, but the plan is to also use unorthodox shapes which will probably mean using render textures.
The post-processing stack is already quite expensive on a single camera. When applied to multiple cameras it grinds everything to a halt.
Are there any performance tricks I can do in my specific situation? Ideally I’d do anti-aliasing, bloom, vignette in a single fullscreen pass, then do some cheap colour grading and eye adaptation per camera.
Any suggestions are much appreciated!
