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Question by hunternance93 · Dec 03, 2022 at 05:04 AM · camerarenderingcanvaspipelineuniversal

Set Canvas to render through Camera, but display as Overlay? (URP)

I am trying to set up some "CRT filter" visual effects for a project. I want the Canvas to render through the camera, so that it will have the CRT filter effects on it (URP and using URP Rendering Asset w/ Renderer Feature to apply the CRT effect). When I made the project, the Canvas was setup as Screen Space - Overlay. If I set it to Screen Space - Camera, then there are some issues--though I can mostly get it to work as a proof of concept by setting the Plane Distance to very low.

I want it to function as an Overlay--I do not want anyt$$anonymous$$ng in the 3D game space to interact with the Canvas in any way.. but, I want it to either render through the Camera for the filters or have it use the same Asset Renderer that the Camera is using for the CRT effect.

What approach can I take for t$$anonymous$$s? Is there a way to make a Screen Space - Camera effectively work as an Overlay? Or alternatively is there a way to have a Screen Space - Overlay use a URP Rendering Asset?

Thanks!

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Answer by EscherK · Dec 04, 2022 at 01:14 AM

You could try using the Render Objects feature to render what you want on top of everyt$$anonymous$$ng

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avatar image hunternance93 · Dec 05, 2022 at 02:36 AM 0
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Hey, thanks for the response. Could you possibly elaborate on t$$anonymous$$s? "Render Objects feature" is vague enough that I'm having trouble getting information from googling it. What is meant by t$$anonymous$$s?

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