I’ll explain my problem as simply as I can.
I want to create an overlay camera that renders a specific layer and has its own separate post-process effects.
The problem is that, the engine seems to be not allowing that to happen.
I have a complex scene at hand but I will explain the problem in simple terms;
-Imagine an environment that is in Layer A
-Imagine a cube that is in Layer B
-Now add a global volume for post-processing and put it in Layer A. Add some effects.
-Now add another global volume for post-processing and put it in Layer B. Add some OTHER effects.
-Create a Base/main camera that will see everything except Layer B. Its culling mask and layer mask is Everything-except Layer B
-Create an Overlay camera only for the objects in Layer B. Its culling mask and layers mask is just Layer B
-Enable post-processes on both cameras.
-Add the overlay camera to the Main Camera’s stack
THEORETICALLY, this should work (at least I thought so), and I should have been able to apply different post processes to the environment and the objects on Layer B SEPARATELY, without them affecting each other.
But the problem raises just here. The post-processing on the overlay camera somehow also affects the visuals of the environment too. It is the last stack and it actually affects everything that is rendered. So the effects get duplicated on the environment. The Cube on Layer B is fine though it only gets affected by the post-processing on Layer B.
I have checked a million times for a simple mistake that I might have made on the culling masks, the layers of the objects, layer masks etc. There is no mistake.
ChatGPT 4o1 couldn’t solve it either. Please, please, please help me solve this problem. I will be so thankful. Or at least let me know if it’s impossible.
Thanks a ton in advance to anyone willing to help.
I use Unity Version 6000.0.32f1