I have a post-process effect that uses Unity's Graphics.Blit
to pixelate or apply a crt-screen
effect to a scene. There are some UI elements that display after the fact (basically making it not a true post process, but let's put that aside for a moment).
Now, I want to apply a second process that performs a screen wipe and transitions out one scene for another. This time I want to include the UI buttons in the effect.
I've looked into using a render texture and then rendering to a second camera, but I feel like there is a smarter/more accurate way to handle this.
1st version of this question:
Can I selectively include the screenspace-overlay
UI in the script that applies the post process?
or, 2nd version of this question
Is there a trick to getting the render texture to preserve resolution and display accurately (i.e.: without lost quality) when re rendering to a second camera?