Rendering Materials into a seperate texture...

I’ve got a requirement to render certain materials on meshes into a seperate texture (preferably with Z information) so I can allow our artists to mark a material as having a certain kind of post-image effect (basically I want a selective glow)

I figure I can do this with a pass on a material - but I have no idea where to start…

Apologies if this has been addressed before, but i can’t seem to find any existing threads on the topic.

Probably better to use layers for this. Mark all meshes that require this effect on a specific layer. Then disable this layer in the main camera and add a camera that copies from the main camera, but only renders this layer to a separate RenderTexture.

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