Problem combining cameras with different post process effects.

Hi,

I try to combine different post process effects on different cameras but have issues.

I have 3 cameras for a fps game;
1.World
2.Weapon
3.UI

I want to have the following post process effects:
1.World: Camera Motion Blur
2.Weapon: Depth of Field
3.UI: Bloom + AA

Camera 1 must be deferred; camera 2 and 3 can be in deferred or forward.

I can have most of the effects working in pairs, but I can never have all 3 effects working together.

For example you can have DOF and Motion Blur work together but the bloom won’t work anymore (it does kind of bloom but you can’t use glow shaders anymore, like the simple one I’ve put in the project for example. So I suppose it’s something related to HDR?).

Here’s a simple scene, you’ll see that it’s impossible to have all effects working together.
http://pixelbeam.org/tmp/Cameratests.rar

Can this issue be fixed by modifying unity’s original process effects?
Is there any reasonable solution to this problem?

Thank you for your help!
David

Image effects will interfere with each other if the cameras they are used on render into the same target. A solution would be to render a camera into a Render Texture and then composite it with the second camera afterwards.

Thank you, this is quite simple to implement.
Are there any disadvantages or particularities I should be careful of?

Regards

I’ve done this myself, and one thing to keep in mind is how the shaders write to the alpha channel of the render target. You’ll probably need to make some custom shaders for transparent objects, the default transparent shaders don’t write to the alpha of the render target.