I’ve created an emitter of GPU Sprites. The sprites being emitted are just flat, really low-resolution images with alpha backgrounds. When I look at this emitter in an underwater volume which has a Blendable post-process layer on top of it, I get a weird chromatic aberration/mirroring effect. This is probably the expected behavior for the post process effect being used, it’s just accentuated to a negative degree by these flat sprites.
My question is, is there some way I can set the GPU Sprites to be “avoided” by the post process volume that they’re emitting within?
I’ve attached screenshots of the above and underwater results of the emitter.