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Separate bloom post processing layers does not work as expected, URP

Discussion in 'Universal Render Pipeline' started by JacobFast, Jun 5, 2020.

  1. JacobFast

    JacobFast

    Joined:
    Apr 29, 2014
    Posts:
    47
    So i tried to make 2 post processing volumes for each has its own bloom settings.

    What i did:
    Created 2 cameras, 1 base (put it on Default layer), 1 overlay (Overlay layer)
    Unchecked clear depth for overlay camera
    Put post processing volumes on different layers (Default and Overlay)
    Setup each camera culling mask and volume mask to display proper layers (base camera everything but Overlay, overlay camera only Overlay)

    Result:
    Blooms applied chaotic regardless layers. Some default layer objects get bloom from overlay bloom setting, others get from Default. After some testing, it appears that PBR master node ignore all layer settings and just apply bloom from every layer, while Unlit master node works as expected.

    Objects with shader using PBR master node in transparent mode with disappear when placed on Default layer in front of objects on Overlay layer, i dont know if this is proper behavior but definitely not the one i want. When check clear depth any object on Default layer disappear when rendered in front of objects on Overlay layer, i guess this one is expected.
     
    Last edited: Jun 5, 2020