I have successfully created a fixed camera angle trigger volume and a material that I apply to the camera that displays the pre-rendered background with custom stencil support (for 3d meshes like the player/character and particles).
My post-process material basically emulates pre-rendered backgrounds from old PS1 games like classic Resident Evil, Parasite Eve, and Final Fantasy.
There’s one big issue, however, I can’t create a “main” post-process volume in my scene and adjust the whole scene like saturation, bloom, contrast, or use another post-process material to overlay on top of everything els,e like a “CRT shader” or a “PS1 pixelated” post-process.
When I try to adjust the post-process volume in the scene, it only affects the 3d meshes and everything in the scene, except for the pre-rendered background. The background stays the same.
See example below:
I understand this could have to do with the Blendable Location (I’m using Unreal Engine 5.4). Before Tonemapping and Before Transparency is gone in 5.4, but it’s similar to “Before Bloom” or “After DOF” blendable location, but when I try those, the background is black, and I can’t seem to get the background to show properly, no matter what. I’m already confused enough as is by this complex post-process material.
See example below (in camera preview on bottom right):
Here’s my material graph (using After Tonemapping Blendable Location (default)):
How the heck do I fix or solve this? I have been trying to troubleshoot this with no success. I even tried ChatGPT to help me with this, and even AI is stumped. I even tried to contact the developers of the game “Ground Zero” which is a UE5 indie game that uses pre-rendered backgrounds and lighting effects (looks awesome btw).
I would greatly appreciate any help or insight or tips on how to work around this issue! Thank you for your time.