My dynamic material instances for my post-process material are created, but each parameter is only being modified with the location of one character. The post-process material is supposed to follow the location of each character, but each instance only follows the location of one of them. I do not know what else to do; please help.
That setup can’t work the way it’s wired: a Post Process Material is applied once per viewport, not per object. Creating multiple dynamic material instances of it doesn’t multiply the effect — only the instance actually assigned to the PP chain (the blendable in the PP volume / camera) runs, so every character ends up writing to the same parameter set, which is why each instance only ever follows one character.
Per-character screen-space effects use Custom Stencil instead:
- Project Settings > Rendering > Postprocessing: enable Custom Depth-Stencil Pass (set to ‘Stencil pass required’).
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- On each character’s mesh(es): Render CustomDepth/CustomStencil = true, and give each character a unique Custom Depth-Stencil Write Value (1, 2, 3…).
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- In the PP material, read SceneTexture:CustomStencil and mask by those values — one PP material can now track every character individually.
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- If you need per-character positions (rings at feet etc.), combine stencil with a Material Parameter Collection where each character writes its slot — works for a small fixed count.
- If the actual goal is a highlight/outline around each character, stencil alone is usually enough and you won’t need location-following at all.


