Currently my game uses 3 cameras.
I noticed that unity's multiple camera system maintains depth data. For example, objects rendered on camera 2 may appear behind or in front of objects camera 1.
I'd like to combine two cameras into a render texture *then* run post-processing, before overlaying the results of camera 3, which could appear in front or behind.
The catch is I'd have to post-process on each camera one by one THEN combine them at the end.
The workflow I want would work as follows:
1. Render camera 1 to texture A
2. Render camera 2 to texture A
3. Post-processing filter A on texture A
4. Render camera 3 to texture B (showing only visible portions)
5. Post-processing filter B to texture B
6. Combine texture A and texture B
Is this possible?
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