I’m trying to render some UI elements via a second camera into a RenderTexture. The camera is configured as Depth Only and the material referencing the RenderTexture is a Standard Transparent material. This causes the icons to be shown against a transparent background. This works fine. Here is a cube with the close face having this material:
This generally works fine, until I try to add a Post Processing Profile to the second camera. At that point, pretty much regardless of which effect I enable (bloom, grain, etc), the background of the texture turns black:
So I’m wondering if it’s even possible to apply post-processing effects to this UI camera, so that it acts only on the non-transparent portions of the camera’s viewport.
Thanks,
-Dan