Hello
Yes it’s possible, basically the problem come from the fact that the post-processing is camera based. Therefore you need to setup a multicamera scene. One camera for post processed meshes, the other for no postprocessing. I had explained a way in this topic.
Here is what is needed :
- Creating 2 cameras :
camera, noPostProcessCamera
- Putting
noPostProcessCamera
on another layer (0x10000000
), same for the unprocessed meshes
The above is quite simple and gives this result : Playground
Now the problem is that there is a depth issue with PostProcessing and multicameras. You need to setup a shared depth texture for the postprocessing pipeline :
- Set up a
RenderTargetTexture
- Set up a
PassPostProcess
for thenoPostProcessCamera
- Share the depth with
pipeline.imageProcessing.inputTexture.shareDepth(rtt.renderTarget)
Here is the thing put together : Playground
Hope it helps
++
Tricotou