Stacking Cameras With Different Resolutions

I basically want to use camera stacking ( or any other method if need be ) where I can render a camera stack with different cameras rendering at different resolutions, full, 1/2 and 1/4.

RenderTextures overlaid don’t work in a camera stack as they lose alpha when post processing is enabled.

Now I understand I could render each camera with a RenderPassFeature and maybe apply a filter to down sample that pass, but it seems to downsample the previous passes as well.

I came across a way to do it with the SRP where you take each camera onPreRender and substitute the camera rect camera.rect = scaledRect;

So am I looking at trying to do that with a RenderPassFeature, I would rather resize the camera texture than render at full res and downsample afterwards to save on render time.

Possibly this hold the key but it covers writing a custom pipeline which I think is probably overkill Render Scale

So does anyone know where to start with a RenderPassFeature?

I am looking at using OnCameraSetup or Configure and EnqueuePass BeforeRendering but am really am at a loss with this.

Using a render pass feature on each overlay camera ( each overlay sees one sphere ) I can blur that camera, but it blurs the previously drawn cameras as well.

Any ideas how to just get the current camera, without background and without the previous cameras output in the camera stack?

HELP ME MAN I HAVE THE ISSUE I HAVE SPENT SO MUCH TIME ON THIS I AM GOING TO JUMP OF A CLIFF IF I AM NOT GOING TO FIX THIS STUPID HELLSENT “UNIVERSAL” (IF YOU CAN EVEN CALL IT THAT, BECAUSE IT IS FOR SURE NOT COMPATIBLE WITH ME) AFFECTING OTHER CAMERAS

please help i have th same issue with affecitng other camera thank you :slight_smile:

Please create your own thread (preferably without the upper-case post) describing your problem rather than hijacking/necroing another thread.

Thanks.

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