Update post_processing example to not render UI with first pass camera (#6469)
# Objective Make sure the post processing example won't render UI twice. ## Solution Disable UI on the first pass camera with `UiCameraConfig`
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@ -95,19 +95,24 @@ fn setup(
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});
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// Main camera, first to render
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commands.spawn(Camera3dBundle {
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camera_3d: Camera3d {
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clear_color: ClearColorConfig::Custom(Color::WHITE),
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commands.spawn((
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Camera3dBundle {
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camera_3d: Camera3d {
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clear_color: ClearColorConfig::Custom(Color::WHITE),
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..default()
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},
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camera: Camera {
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target: RenderTarget::Image(image_handle.clone()),
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..default()
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},
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transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0))
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.looking_at(Vec3::default(), Vec3::Y),
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..default()
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},
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camera: Camera {
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target: RenderTarget::Image(image_handle.clone()),
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..default()
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},
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transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0))
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.looking_at(Vec3::default(), Vec3::Y),
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..default()
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});
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// Disable UI rendering for the first pass camera. This prevents double rendering of UI at
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// the cost of rendering the UI without any post processing effects.
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UiCameraConfig { show_ui: false },
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));
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// This specifies the layer used for the post processing camera, which will be attached to the post processing camera and 2d quad.
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let post_processing_pass_layer = RenderLayers::layer((RenderLayers::TOTAL_LAYERS - 1) as u8);
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