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How do you keep post-processing effects when a camera is outputting to a render texture?

Discussion in 'Universal Render Pipeline' started by frankelizer, Oct 16, 2020.

  1. frankelizer

    frankelizer

    Joined:
    Oct 17, 2015
    Posts:
    5
    Camera POV
    cameraPOV.PNG

    Resultng render texture
    renderTexture.PNG

    and the camera settings
    CameraInspecter.PNG
     
  2. BonneCW

    BonneCW

    Joined:
    Jan 22, 2017
    Posts:
    123
    There is a special texture format for the Render Texture necessary to keep the HDR data. I set it in code, not sure if it's available in the inspector. Can look it up tomorrow. Just ping me so I don't forget it.
     
  3. The_L3rNa3aN

    The_L3rNa3aN

    Joined:
    May 14, 2020
    Posts:
    3
    I'm pretty late, but I think you used the R16G16B16A16_SFLOAT format for the render texture, right?
     
  4. funkyCoty

    funkyCoty

    Joined:
    May 22, 2018
    Posts:
    729
    https://docs.unity3d.com/ScriptReference/RenderTextureFormat.html

    The one you mentioned is probably equiv to ARGB_Half (16 bits per channel), but you may instead want ARGB_Float (32 bits per channel). Depends on your target platform.
     
  5. The_L3rNa3aN

    The_L3rNa3aN

    Joined:
    May 14, 2020
    Posts:
    3
    I played with different settings and I got what I was looking for. Thanks anyway.