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Question Why my post process layer affects all my objects ?

Discussion in 'Universal Render Pipeline' started by Marvin-Krist, Dec 30, 2022.

  1. Marvin-Krist

    Marvin-Krist

    Joined:
    Sep 25, 2015
    Posts:
    14
    Hello, I have followed multiple tutorials on how to make bloom affect only one layer, but it seems like I can't make it work, maybe I forgot a little detail, I don't know :/

    maincam.PNG bloomcam.PNG

    Here are my cameras set up.

    Additional informations : my bloom camera is a child of my main camera and I'm using Unity 2020.1.10f1
     
  2. SMT5015

    SMT5015

    Joined:
    Apr 5, 2021
    Posts:
    53
    Looks like URP's post processing volumes just don't have this feature. They can be global or local, but always affect all cameras. Post processing package can apply effects to certain cameras, but it doesn't work with URP.
     
    Marvin-Krist likes this.
  3. Marvin-Krist

    Marvin-Krist

    Joined:
    Sep 25, 2015
    Posts:
    14
    Okay thank you =)
     
  4. SMT5015

    SMT5015

    Joined:
    Apr 5, 2021
    Posts:
    53
    Sorry, I was wrong. You can use volume mask, in the camera settings. Put the volume component on an object not in this mask, and your camera will ignore it. Even if it's global.
     
  5. sam_stitch

    sam_stitch

    Joined:
    Jun 6, 2023
    Posts:
    3
    Could you explain this in a little more depth? I am trying to exclude certain objects from getting Bloom in URP and thusfar no matter what I have tried, Bloom gets applied (undesired)
     
  6. SMT5015

    SMT5015

    Joined:
    Apr 5, 2021
    Posts:
    53
    Here, with URP camera component gets settings related to its post-processing. Volume mask determines what objects with volume components are detected and used by this camera. If the object's layer is not in the mask, the camera will never apply post-processing from its volume component.