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

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?
Okay, I’m a little late, like three years late, but that’s okay!
I figured out why it wasn’t working. I spent an hour testing things, and the problem comes from this “SceneTexturer:BaseColor” node (as stored in GBuffer). I tried changing it to post-processing input0 like the other one, and it works!
The only problem now is that with all the colors that contain red, such as pink, purple, lime green, and yellow, these colors will also be displayed in whole or in partially… (as shown in the images)
Now i’m kinda stuck here. If you find a way to bypass this problem, feel free to notify me !!
Have a nice day !
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