Masking post process effects
I was thinking of making an effect where the game environment is black and white, but the player's are in full color. Is there some sort of way of masking tonemapping for objects with specific materials?
asked Sep 18 '15 at 05:45 AM in Rendering
I think this should be easy: You can use the stencil buffer (for that, I think you must set "Custom Depth-Stencil Pass" to "Enabled with Stencil" in Project Settings>Engine>Rendering>Postprocessing) and enable custom depth on the player mesh, then setting the stencil value (set it to something greater than 0 just in case; keep reading for details) so you can make a postprocessing material that looks for pixels with the stencil value you put on the mesh (I am not sure it will work if you set that value to 0), and colors those normally, while making everything else black or white,as you said.
answered Jan 16 '19 at 06:44 PM
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