I'm making a renderer feature with a single ScriptableRenderPass. This renderer feature is present on a single 2D Renderer, like so:
and I have a single camera that is using this renderer, that only affects a particular layer of the camera:
The camera only renders everything on the PixelPerfect layer, ignoring anything else. This camera is in a camera stack, like so:
But, somehow, the renderer feature on Downscaled Camera affects the Background Camera - I suspect that the render pass somehow sees everything from the previous cameras, but I have no idea how that even makes sense, as when singling out only the downscaled camera, I only see the layer that I have set the Camera to cull.
Here's how the Downscaled Camera is set-up:
I'm Blit
ting to the renderingData.cameraData.renderer.cameraColorTarget
in Execute
.
I've found this post on the GameDev StackExchange, but this was before the era of URP and scriptable renderer features, but it describes my problem perfectly. Any thoughts?