Blending multiple post process materials

Hi,
I created a post process material that applies an effect on objects that have a custom depth and stencil applied to them.
I wanted to add another material instance to the PP volume with different settings and different stencil number with the expection they would combine properly but this is not the case. The last post process material I add to the volume cancels the other out.
I assume this is because I use SceneTexturePostProcessInput0 in the unmasked area of my effect but I assumed this texture would include the previous post process material to effectively stack them.
Oddly enough the effect also is gone immediately if I set the blend value to anything other than 1.

Did I overlook something obvious for the blending not working properly?
Any one have any ideas? :slight_smile:
Thanks!

Hi,

We had a similar issue lately and we found out that post processes are overwriting each other based on their Priority Value at the bottom of their detail panel.

Thinking of it, I did not try to use the blend mode as 0.5 instead of 1 for both Post Processes, but we decided to use only one post process instead.