I’m in the process of making a sniper scope. I’m using a widget for the scope and blurring the rest of the background. Because the blur affects the entire screen the scope appears blurry. To fix this I’m using a render texture applied to the inside of the scope widget. I also have a camera shake applied to the player. I have two problems and I can figure either of them out. First, when I zoom in I am lowering the FOV of the render texture to bring the target closer but the zoom is going the wrong direction. Second, the camera shake is only affecting the blurred part and not the render texture. Can someone help me understand what is going on?
Update on problem one. The issue in the video and the screen shot was that when I was aiming I used a timeline to adjust the length of the camera boom to bring the camera forward. The problem was that I had the Screen Capture Component 2D component set at the same position as the camera in it’s starting position. When the camera moved forward it went past the component and it was causing the weird aspect ratio. I just moved the component to a bit past where the camera ended and everything was fine.
I still have the problem with the camera shake happening with only the areas covered by the blur. Anyone have any thought on how to get the camera shake to happen on the render texture as well?

