How to perform VR post-processing in custom SRP

I recently wanted to implement a custom rendering pipeline in the VR project and found code on Github (GitHub - dsmeathersFireproof/TinyVRSRP: A tiny custom Scriptable Render Pipeline for Unity that supports single pass VR. Tested on Oculus Quest, Quest 2 and Windows using Oculus Link. Unity 2020.2.1f1.) that can help me successfully display the rendering results of the custom pipeline on HMD. But I want to add a post-processing after this and I don’t know how to implement it. In typical non-VR projects, I only need to SetRenderTarget to a different RT and blit it to BuiltinRenderTextureType.CameraTarget through my post-processing shader. However, this seems to have no effect in VR rendering pipeline.
So I wonder what the correct approach is.

This article might help you: