I'm trying to build a game that uses the [Pix2Pix post-processing effect for Unity][1], which is an image-to-image translation with deep neural networks. It works well but I want to fade this effect with the non-post-processing render. The post-processing effect allows only an off-on feature. [![pix2pix effect postprocessing][2]][2] I'm trying to get an in-between that I could access via script in order to change the render Here with the post processing : [![pix2pix effect][3]][3] Here without : [![without effect][4]][4] Is there a way to get an in-between? EDIT: I tried to follow Gabriele's idea of using color.lerp method to lerp the input and output (named as sourceRT and resultRT), It gives me a gray output, here is what I tried (in Postprocessing.cs) : // RenderTexture Source to Color[] Texture2D texSources = new Texture2D(256, 256, TextureFormat.RGB24, false); texSources.ReadPixels(new Rect(0, 0, 256, 256), 0, 0); Color[] sourcePixels = texSources.GetPixels(0, 0, 256, 256); // RenderTexture Result to Color[] Texture2D texResult = new Texture2D(256, 256, TextureFormat.RGB24, false); texResult.ReadPixels(new Rect(0, 0, 256, 256), 0, 0); Color[] resultPixels = texSources.GetPixels(0, 0, 256, 256); // Blend Pixel comporte un lerping de chaque pixel selon un float Color[] blendPixel = new Color[resultPixels.Length]; Texture2D blendTexture = new Texture2D(256, 256, TextureFormat.RGB24, false); // Lerping via a loop in the array for (int i = 0; i < resultPixels.Length; i++) { Color c = Color.Lerp(sourcePixels[i], resultPixels[i], ratio); blendPixel[i] = c; } // tranformation of blendPixel to Texture2d blendTexture.SetPixels(blendPixel); // END LERP // blendpixel cmd.Blit(blendTexture, context.destination); [1]: https://github.com/keijiro/Pix2Pix [2]: https://i.sstatic.net/hiqSm.png [3]: https://i.sstatic.net/iyjld.jpg [4]: https://i.sstatic.net/tAdZD.png