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[Merged by Bors] - Update post_processing example to not render UI with first pass camera #6469

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27 changes: 16 additions & 11 deletions examples/shader/post_processing.rs
Original file line number Diff line number Diff line change
Expand Up @@ -95,19 +95,24 @@ fn setup(
});

// Main camera, first to render
commands.spawn(Camera3dBundle {
camera_3d: Camera3d {
clear_color: ClearColorConfig::Custom(Color::WHITE),
..default()
},
camera: Camera {
target: RenderTarget::Image(image_handle.clone()),
commands.spawn((
Camera3dBundle {
camera_3d: Camera3d {
clear_color: ClearColorConfig::Custom(Color::WHITE),
..default()
},
camera: Camera {
target: RenderTarget::Image(image_handle.clone()),
..default()
},
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0))
.looking_at(Vec3::default(), Vec3::Y),
..default()
},
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0))
.looking_at(Vec3::default(), Vec3::Y),
..default()
});
// Disable UI rendering for the first pass camera. This prevents double rendering of UI at
// the cost of rendering the UI without any post processing effects.
UiCameraConfig { show_ui: false },
));

// This specifies the layer used for the post processing camera, which will be attached to the post processing camera and 2d quad.
let post_processing_pass_layer = RenderLayers::layer((RenderLayers::TOTAL_LAYERS - 1) as u8);
Expand Down