37 lines
2.2 KiB
Markdown
37 lines
2.2 KiB
Markdown
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---
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uid: urp-camera-stacking
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---
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# Set up a camera stack
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This page describes how to use a camera stack to layer outputs from multiple cameras to the same render target. For more information on camera stacking, refer to [Understand camera stacking](cameras/camera-stacking-concepts.md).
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![A red capsule with a post-processing effect, and a blue capsule with no post-processing](Images/camera-stacking-blur-background.png)<br/>*An example of a scene that uses camera stacking to render a red capsule with a post-processing effect, and a blue capsule with no post-processing.*
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Follow these steps to set up a camera stack:
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1. [Create a camera stack](#create-a-camera-stack).
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2. [Set up layers and culling masks](#set-up-layers-and-culling-masks).
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## Create a camera stack
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Create a camera stack with a Base Camera and one or more Overlay Cameras.
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For more information on how to do this, refer to [Add a camera to a camera stack](cameras/add-and-remove-cameras-in-a-stack.md#add-a-camera-to-a-camera-stack).
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## Set up layers and culling masks
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Once you create your camera stack, you must assign any GameObjects the Overlay Cameras need to render to a [layer](xref:Layers), then set the **Culling Mask** of each camera to match the layer.
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To do this use the following steps:
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1. Add as many layers as your project requires. For information on how to do this, refer to [Add a new layer](xref:create-layers).
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2. For each GameObject you want an Overlay Camera to render, assign the GameObject to the appropriate layer.
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3. Select the Base Camera of your camera stack and navigate to **Rendering** > **Culling Mask** in the Inspector Window.
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4. Remove any layers you don't want the Base Camera to render, such as layers that contain objects only an Overlay Camera should render.
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5. Select the first Overlay Camera in the camera stack and navigate to **Rendering** > **Culling Mask** in the Inspector window.
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6. Remove all layers except for the layers that contain GameObjects you want this camera to render.
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7. Repeat Step 5 and Step 6 for each Overlay Camera in the camera stack.
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> [!NOTE]
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> You don't need to configure the **Culling Mask** property of the cameras. However, cameras in URP render all layers by default, so rendering is faster if you remove layers that contain unneeded GameObjects.
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