When I use the Unity glow shader on one camera and render it to a texture, then render a plane with that texture on another camera the post processing effect is not shown. Is this because the glow effect is not applied until all cameras have rendered or what? If so, how do I get this to work?
My goal is to apply the glow shader to frames rendered by one camera and add it on top of frames rendered by another. Alternatively I was trying to apply an alpha remover shader to the frame of the camera that renders the non-glow stuff so that it wouldn’t all glow but had no luck.
Anyways, There is only one or two ways to achieve what you want to do on iOS.
What you are trying to do is one way of doing it(if you know what you are doing and how to do it which you can do it slightly different than how you are trying), but its the most expensive and worse way of doing it with iOS aand anything else.
Soo, its definitely not a good idea let me tell you from the beginning.
At this point I want to avoid changing any assets and there are hundreds so adding glow maps would be a last resort. Also the textures are all atlased together so the only way I can see to get at the alpha is to get it out of the camera that the glow objects are attached to and apply it to the frame before the glow effect is applied.