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Post-processing effects not working when adding secondary camera

Discussion in 'High Definition Render Pipeline' started by FloBeber, Oct 16, 2019.

  1. FloBeber

    FloBeber

    Joined:
    Jun 9, 2015
    Posts:
    166
    Hi guys,

    I'm facing a problem I couldn't solve and I'd need some help.

    Basically, adding a secondary Camera using Background Type = None breaks some post-process effects including Vignette and Chromatic aberration.

    You can see the issue when activating/deactivating the second camera in the below animation:


    It is very easy to reproduce:
    - create a new HDRP project
    - add a new camera
    - set its Background Type to None
    - optionally, set its Culling Mask to Nothing to make sure it doesn't render anything on top

    You will notice some post-process effects will not anymore work in the Game window.
    I've also tried using Local Volumes with no luck.

    I could reproduce with both HDRP 7.1.2 (2019.3.0b7) and HDRP 6.9.1 (2019.2.6f1).

    Any feedback or workaround would be much appreciated! :)
     
    Last edited: Oct 16, 2019
  2. FloBeber

    FloBeber

    Joined:
    Jun 9, 2015
    Posts:
    166
  3. FloBeber

    FloBeber

    Joined:
    Jun 9, 2015
    Posts:
    166
    Nobody?
     
  4. FloBeber

    FloBeber

    Joined:
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    More than 150 views, 0 reply. For such a basic problem.

    And HDRP is not even anymore in preview.

    Pretty crazy o_O
     
  5. iamarugin

    iamarugin

    Joined:
    Dec 17, 2014
    Posts:
    883
    I would recommend posting the bug and putting the case number in the comments. And it is general recommendation to open the case every time when the problem is easily reproducable and there is no mention of it on the forum.
     
    FloBeber likes this.
  6. FloBeber

    FloBeber

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  7. FloBeber

    FloBeber

    Joined:
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    As surprising as it sounds, the Unity support mentioned that multi-camera support has been dropped from 5.1.0 (see here)
     

    Attached Files:

  8. FloBeber

    FloBeber

    Joined:
    Jun 9, 2015
    Posts:
    166
    I ended using a simple Canvas for my overlay content.

    Yep. I feel pretty stupid to not have tried this before wrongly assuming Canvas was a thing of the past when using HDRP.
     
    Lars-Steenhoff likes this.
  9. Lars-Steenhoff

    Lars-Steenhoff

    Joined:
    Aug 7, 2007
    Posts:
    3,527
    I think removing multiple camera support was one of the dealbreakers for me, still on default render pipeline until camera stacking is implemented.
     
  10. SebLagarde

    SebLagarde

    Unity Technologies

    Joined:
    Dec 30, 2015
    Posts:
    934
    Hi. Hdrp dont support camera stacking for now.
    There is an option to draw objects after postprocess name "rendering pass: after postprocess" on material. Not a replacement but could help.
     
    Lars-Steenhoff likes this.