Hi, I have a raymarching smoke and I want to blur to remove some high frequency artifacts. However, I do not want to blur the surrounding geometry, for that reason I thought to render the raymarching gameObject to a different RenderTexture, blur that Texture and blend it the final result. I found difficult to achieve that with the camera,graphics,renderTexture API. Any help will be appreciated, also i am using VR. I tried using 2 different cameras with culling mask so that only one renders that object but i cant get it right.
Which renderpipeline you are using? That’s something most people who can answer this probably want to know.
I actually solved it myself, by just using some commandbuffers to save the result into rendertextures after specific events. Thanks for replying ,though, i was using the built in standard pipeline.