Is there a way to get selective color effect in post process volume?

Is there any way to get selective color effect in post process volume?
e.g:

Your best bet is to look into using stencils and then excluding things in the PP material based on the mask. Here’s a video on the topic doing almost exactly what you’re asking for:

1 Like

This is so useful! But how do I do it per material basis? Thank you

Not really sure what you mean with per material basis, but if you mean the material base there is a node for post-process material called sceneTexture (the same as used in the video with custom stencil), but instead of using stencil, use base color

Hi!
Here is my solution :slight_smile:
You can set masking color and threshold.

If you want to check your custom post process material in the editor,
assign your post process material to this slot!

I hope it helps you :smiley:

2 Likes

Thank you so much for your solution! From your screenshots it works wonderfully. But its not working for me. Can you explain how this material works? I’m new to post process materials. Do I need custom render pass enabled and mask objects with custom stencil?

Did you add your post process material in this slot and change the number to 1 from 0?
(Also you have to check unbound in your postprocess volume)
image

If you aready did,
Could you connect SceneTexture:BaseColor to Emissive Color directly and check your post process material work well? (If there is no problem with your post process material, you can see basecolor in your viewport )

Infinite unbound is checked on in my post volume and the chromatic abberation effect works everywhere so i think its unbound.


I tried this with both base color lighting scene tex and base color g buffer scene tex node.

I have the material loaded in ppv
also what did you mean by changing number from 1 to 0?