Hi guys,
I’m facing a problem I couldn’t solve and I’d need some help.
Basically, adding a secondary Camera using Background Type = None breaks some post-process effects including Vignette and Chromatic aberration.
You can see the issue when activating/deactivating the second camera in the below animation:
pointedspottedemeraldtreeskink
It is very easy to reproduce:
- create a new HDRP project
- add a new camera
- set its Background Type to None
- optionally, set its Culling Mask to Nothing to make sure it doesn’t render anything on top
You will notice some post-process effects will not anymore work in the Game window.
I’ve also tried using Local Volumes with no luck.
I could reproduce with both HDRP 7.1.2 (2019.3.0b7) and HDRP 6.9.1 (2019.2.6f1).
Any feedback or workaround would be much appreciated! 
More than 150 views, 0 reply. For such a basic problem.
And HDRP is not even anymore in preview.
Pretty crazy 
I would recommend posting the bug and putting the case number in the comments. And it is general recommendation to open the case every time when the problem is easily reproducable and there is no mention of it on the forum.
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As surprising as it sounds, the Unity support mentioned that multi-camera support has been dropped from 5.1.0 (see here)
I ended using a simple Canvas for my overlay content.
Yep. I feel pretty stupid to not have tried this before wrongly assuming Canvas was a thing of the past when using HDRP.
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I think removing multiple camera support was one of the dealbreakers for me, still on default render pipeline until camera stacking is implemented.
Hi. Hdrp dont support camera stacking for now.
There is an option to draw objects after postprocess name “rendering pass: after postprocess” on material. Not a replacement but could help.
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