Command Buffers and the UI canvas system

Is there a way to expose the rendering of the UI system to command buffers? I understand that the UI system uses a special rendering path drawn after everything else (in Canvas.RenderOverlays), but there doesn’t seem to be a way to blit to or from any of that. Furthermore, operations like CommandBuffer.DrawRenderer take a Renderer as an argument, but I would need to give it a CanvasRenderer.

Come to think of it, I don’t really even need access to the buffers during/after Canvas.RenderOverlays- but I would just like to be able to draw a renderer to a temporary rt so I can apply effects to it. It would be nice to have something like CommandBuffer.DrawCanvasRenderer, or some way to convert a canvas renderer to a regular renderer.

@jRocket Did you ever find a solution to this? I’ve found I think two other topics asking this, but they had no solution.

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Did you figure it out @jRocket and @AquaGeneral ? Currently stuck on the same issue.

Same issue…