As stated id like to apply post process effects to only some objects in my scene. In unity i know we can make two cameras with object masking and apply the post processing to the camera that sees only the objects intended to be blurred. Can something similar happen in unity ? I have a bout 100 dots but id like to blur only maybe 50 of them with a DOF affect.
you can use Custom Depth Stencils → https://docs.unrealengine.com/en-US/…als/index.html
This works for materials but i cant seem to hide certain materials from the depth of field i am applying to either a camera of a post processing volume. The tutorial shows how certain objects can be shaded or even hidden in a filter. Both work fine at my end but how do i hide them from the blurring the camera is doing or even the blurring a post processing volume is doing ?