I wanted to apply one post processing for my camera and one for UIs because I don’t want them to share the same one. I arranged everything so the two camera overlapped and make sure each the post processing layer used their own post processing volume. The problem is that the UI cam prevents the main cam from applying it’s own post processing volume. Basically, when the UI cam is turned on, the UI post processing volume is applied on the whole screen and not only the UI. When I turn it off, the UI dosen’t display but the whole game recieves the good post processing volume. How do I make sure the post processing of the UI is applied on the UI cam before it gets drawn over the main camera?
@STUDIOCRAFTapps
You can set multiply post processing profiles in the same level. This is added in the latest version of unity, unity2018.2
For more info check this video GRAPHICS IN UNITY 2018! | Beginner's Guide: Post Processing Stack 2.0 - YouTube