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How to cut a hole in URP with Stencil buffer / depth masking?

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What I'm after, think: "shiny black-and-white spaceship flies through colourful hyperspace with an colourful UI slapped on the top. So far, I think the solution is using camera stack like this: -Overlay camera, UI-layer, colourful buttons, post-processing turned off. -Overlay camera, Background-layer, swooshy colourful hyperspace with a spaceship sized hole cut in the middle, post-processing turned off. -Base camera: the game layer with the spaceship, post processing turned on to get that nice metallic high-contrast & very low hue -look. How in practice I "cut a hole" in the background layer using URP so that I can overlay it on top of the gameplay-base-camera? Might you know links to tutorials that work for the URP? Thank you for any help :)

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