Recently I started to upgrade effects of background in game I am working on. And I wanted to create ‘light’ effect on horizon.
Outline itself came out awesome but now there is an issue with blur pass (I am using kernel for outline and blur). First pass is rendering outline texture to the RenderTarget from SceneCapture2D (using PostProcess blendables + LDR + capture every frame) and second pass is coming from PostProcessVolume (global) which takes the Outline texture, applies blur and mixes is with SceneTexture:PPInput0 but as soon as I do that I get black screen.
I tried playing with setting that other ppl suggested but:
- Disabling Capture Every Frame and
calling Content Update makes
RenderTarget work but without
Blendables (no Outline it just makes
texture ‘darker’) - Disabling Compositing in RenderTarget
is not helping in any case - Changing Blendable positions does not
work (Outline pass before Tone and
blur After)
Is there any other way to save Outline texture and pass it to another post process so it can blur only outline?
Or do you have other ideas how to achieve this effect?
I am using 4.10.