Search Unity

Including and Excluding Objects with Bloom Effect using Post Proccesing Behaviour

Discussion in 'Editor & General Support' started by roger0, Oct 21, 2018.

  1. roger0

    roger0

    Joined:
    Feb 3, 2012
    Posts:
    1,208
    I am using the post processing stack behaviour to add a bloom effect to my underwater scene. The issue is, the bloom effect applies to every object in my scene. I need to be able to control the amount of bloom such as for the ground only. I know that you can setup multiple cameras that render different objects in the scene and then apply the post proccessing behaviour to that camera. But that creates a few problems like objects not being able to intersect each other on different layers/depth layers or to be in front of each other at one point and then behind each other the next.

    In other words, I need to be able to separate the bloom effect for certain objects while keeping them on the same "depth" layer.

    and is there a way to exclude fog from the bloom effect or create a separate bloom effect that just effects the fog?