I am using this script to flip the image rendered by the camera.
It works as expected. But as soon as I activate any Post Process effect on the same camera, those effects look totally broken and exaggerated. Without the flipping script the pp effects are ok.

Is there a way to have both the custom behaviour and the pp effects?

(I am using Unity 2019.1.7f)

Ok, I solved by implementing my own post process effect.


FlipCamera.cs:

using System;
using UnityEngine;
using UnityEngine.Rendering.PostProcessing;

///////////////////////////////////////////////////////////////////////////
[Serializable]
[PostProcess(typeof(FlipCameraRenderer), PostProcessEvent.AfterStack, "Custom/FlipHorizontaly")]
public sealed class FlipCamera : PostProcessEffectSettings
{
}

///////////////////////////////////////////////////////////////////////////
public sealed class FlipCameraRenderer : PostProcessEffectRenderer<FlipCamera>
{
    private static readonly Shader shader = Shader.Find("Hidden/Custom/FlipHorizontaly");

    public override void Render(PostProcessRenderContext ctx)
    {
        PropertySheet sheet = ctx.propertySheets.Get(shader);
        ctx.command.BlitFullscreenTriangle(ctx.source, ctx.destination, sheet, 0);
    }
}

FlipHorizontaly.shader:

Shader "Hidden/Custom/FlipHorizontaly"
{
    HLSLINCLUDE

        #include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"

        TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);

        float4 Frag(VaryingsDefault i) : SV_Target
        {
            float2 flippedCoord = i.texcoord;
            flippedCoord.x = 1 - flippedCoord.x;
            return SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, flippedCoord);
        }

    ENDHLSL

    SubShader
    {
        Cull Off ZWrite Off ZTest Always

        Pass
        {
            HLSLPROGRAM

                #pragma vertex VertDefault
                #pragma fragment Frag

            ENDHLSL
        }
    }
}