Render Custom Depth on Lighting?

Hi,

I’m currently using a post process that desaturates everything except what I have set to render custom depth.
I was wondering if there is a way to allow lights to have the same thing as having the render custom depth enabled?
I got the particle systems showing in colour by changing the post process material to before translucency but that had no affect on the lighting.

Is it possible to have some lights not desaturated?

Hello Tocs,

The way post processing works is that it is called last when rendering. As you stated you were able to enable before translucency. There are ways to blend materials to pick them from their pass and then draw them last after post processing. However, lighting has it’s own unique rendering pass. This pass is drawn before the post processing and therefore the post processing takes priority. Hence the reason you can add scene color and other such features that affect lighting separate from the default light settings themselves. That being said, there is no true way to pull lights from their pass and render them after the post processing and effectively have lights not affected by the saturation. It is theoretically possible to set up a post process material which uses Custom Depth set spheres. These spheres that are centered on a point light and set to an influence radius so that the light appears not to be desaturated. However, this would take some time to setup and figure out exactly how to do.

In short, no it is not possible to truly do what you are asking. There could be several workarounds to “fake” this effect but not to render lighting in the way you are thinking.

So it would be possible to maybe do the inverse of this around the light?

Possibly. Again, it would take some time to figure out how to set it all up but it is theoretically possible.