Context:
I’m trying to come up with a way to selectively apply a blur affect to game objects. I’m trying to achieve this by changing the layer of the chosen objects to one which is culled by the main camera, but rendered by an identical camera with the blur effect applied. This is output to a render texture displayed directly behind the objects. The problem is these objects have colliders which stop responding to raycasts when they’re only being rendered by the blurry camera.
Problem:
Is there some way to still use an objects collider that’s being culled via the camera’s culling mask?
To clarify, the objects themselves are being instantiated and exist in the scene, they’re simply not being rendered by my main camera.