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.
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.
Follow these steps to set up a camera stack:
Create a camera stack with a Base Camera and one or more Overlay Cameras.
For more information on how to do this, refer to Add a camera to a camera stack.
Once you create your camera stack, you must assign any GameObjects the Overlay Cameras need to render to a layer, then set the Culling Mask of each camera to match the layer.
To do this use the following steps:
[!NOTE] 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.