I have a rendering idea I want to experiment with which would involve a slightly convoluted change to the rendering pipeline, and I’m trying to gauge whether such a thing would be possible. In its essence it would be something like this:
- Draw most of the scene
- Apply a post effect to one particular area of the scene
- Draw a particular subset of meshes on top of the same area of the scene the post effect was applied to
(1) is obviously already taken care of, and after looking at a couple of the example post effects I think I can see how I would do (2), but I’m not sure whether (3) is going to be really complicated to set up? How would I go about doing something like that?
Not sure what you mean by 2 as it sounds very similar to 3?
- Post effects only affect the camera so you can look at camera stacking where another camera renders after the post effects camera using another layer:
https://playcanvas.com/project/1000745/overview/post-effects-camera-stacking
Alternatively you can use https://developer.playcanvas.com/api/pc.CameraComponent.html#disablePostEffectsLayer and set a layer to stop when post processing is applied: eg https://playcanvas.com/project/1000747/overview/post-effects-stop-post-effects
Edit: Just realised both methods have World 2 ignoring the depth buffer, probably due to how the post processing effect is rendered 
@mvaligursky mentioned another way here: Bloom effect on model with background without bloom - #5 by mvaligursky
Thanks guys, will look into these possibilities