In my game I’ve applied a Tilt Shift effect to the camera. Esentially making the center of the screen sharp while things close or far appear blurred.
To achieve this I apply the following post process effects to the camera.
Some of these settings appear to be exclusive to camera post process settings, as they cannot be set on a post process volume, so I set them directly on the camera. At certain times, I want to disable or reduce this effect, and my first instinct was to use the Post Process Blend Weight of the camera to adjust how much this effect is prelevant, however it has the same strength at 0 and a 1. However when I also added a Saturation node, I can control it’s strength using the Blend Weight.
Next I tried to use Camera Modifiers, however when I created a camera modifier which applies the adove-mentioned settings, the effect simply wasn’t showing up.
Again, wanting to see if I was even correctly using the modifier, I added a Saturation node, which sure enough made the world more saturated, when the modifier was applied to the player camera manager.
Is there an efficient way of gradually transitioning these specific settings, so I don’t have to lerp them between constants using a timeline?