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.
