I would like to do a relatively simple two-pass rendering in Unity. I'm used to use OpenGL, where I could setup a multi-pass rendering rather fastly. Unfortunately I'm kind of perturbed in Unity3D. Especially, I cannot find a simple example.
What I want to do is
Problem is the output is totally wrong. I'm not even sure the first pass is done before the second. I set camera depth of camera1 to 0 and depth camera2 to 1, so they should be in order. Do I have to disable a camera, when the other camera is doing its rendering? How can I be sure that rendering is done in the right order so that the output is coherent?
I can't find clear instructions or examples on that topic. I also looked into the ImageEffects, but it didn't help a lot.
Thanks for any comment
you simply can disable cameras and render frames on it using Camera.Render() so you'll be sure your camera already renders a frame
answered Jul 20 '12 at 08:50 AM