In URP you can use effects on specific layers with 2 methods.
You make separate effects with 2 methods.
Method 1:
Change needed elements layer in scene on needed layer.
Create Render Texture.
Create separate camera on needed layer to render image to Render Texture.
Create main post process volume.
Insert previously created Render Texture in needed effect “Mask” field.
All done! Now you can see your elements with effects rendered separately from other elements in scene.
Method 2:
Make sure that you added “Limitless Custom Texture” Render feature to your Renderer.
Create Canvas with needed UI elements on layer UI.
Create Render Texture.
Create separate camera on layer UI to render image to Render Texture.
Create post process volume to apply needed effects to UI elements.
Create main post process volume.
In Volume click “Add Override” Limitless Glitch/CustomTexture.
Insert previously created Render Texture in “Texture” field.
All done! Now you can see your UI elements with effects rendered separately from other elements in scene.
NOTICE: Limitless Glitch Effects render features order in your Renderer. If you want separate layer to be rendered on top of other layers, make sure that " Limitless Custom Texture " Render feature is in the bottom of the list.
Just a heads up to let you know that the Glitch_1 effect doesn’t play nice with depth of field and looks like it’s eating the skybox as well. The other glitch effects don’t seem to have that problem though.
Hi there, I want to add the Limitless Glitch effects to a few objects so I’ve followed method 1 above but the description steps were unclear to me.
I’ve set up a layer called, “limitless”. Ive created a new camera under the main camera that is on the limitless layer
I’ve added the Limitless Render asset to my URP high Fidelity pipeline asset and added the New Glitch features including the final custom one.
In the URP-HighFidelity pipeline asset I can only set one to be used which means if I choose the Limitless Render asset only those few objects can be seen.
I have post processing set up for a number of effects (eg Vingette) that is enabled across all layers.
So I can’t see how I can have just those objects on the limitless layer with the glitch features only and have everything else viewable, and with their own Unity post processing effects running.
Hi, I’ve tried to follow the guide in the video, except rather than using the layer to apply the effects to UI I had scene objects on the separate effects layer. It works with the effect, however it seems to render right on top. Is there a way to use the depth buffer to avoid drawing when it shouldn’t be visible?