PP not applied to Overlay Camera

Hello, I am using 2022.3.21f1 URP, problem is this, I have 2 cameras, one for everything (excluding Weapon in hands), and one for Weapon in hands, Main Camera is Base Camera, and Weapon Camera is Overlay camera added to the camera stack. I have Global PP, which works fine, for Base Camera, but not for Overlay Camera, I tried switch on and off different switches, changing material on weapon, I asked ChatGPT, and get this

  1. Enable post-processing on the Base camera.
  2. Set the culling mask to render all the layers except the one used for the weapon.
  3. Make sure the Render Type is set to Base.
  4. Leave the depth as is (typically 0).
  5. Enable post-processing on the Overlay camera.
  6. Set the culling mask to render only the layer that contains the weapon.
  7. Set the Render Type to Overlay.
  8. Overlay cameras do not use the depth setting in the same way as the Base camera; the Base camera handles the depth.
  9. In the Stack section of the Base camera’s settings, add the Overlay camera.

Seems that my setup is correct, but PP still not applied to Overlay Camera…

Also having this problem, seems to be an old issue that hasn’t been solved.
Check: Post Processing with multiple cameras is currently very problematic

Yes, I’ve seen that post, but they have different problem, they DON’T want to see same PP on Overlay, but they have it, and I DO want it, but I don’t have it…

Works fine for me on Unity 6.0.15 with URP 17.0.3. Toggling “Post Processing” on the cameras in the stack makes post processing apply or not.

I’d try updating to the latest Unity patch version (2022.3.42) and latest available URP (14.0.11) and see if the issue still persists. If it does, try to reproduce it in empty project. If you can’t, try to find the difference between your main and the new project. If you can, report a bug.

Actually, if I toggle PP on Overlay camera, my PP effects doubles, that’s the thing, but I of course want PP for Base camera to be applied also on Overlay camera.

As far as I understand, overlay cameras use the same buffer and just render over the previous cameras. By setting which cameras in a stack render PP, you basically define at which point during the rendering the PP runs. But the individual PP-effects cannot know which part of the image was drawn by which camera, they simply apply the effect to the whole buffer. If this works really depends on the effect and what result you want to achieve.

If you want fully separate render passes, i.e. rendering cameras individually and applying PP individually to them, I don’t think you can use camera stacks. You have to use separate base cameras and then combine their outputs. You could have the one camera render to a texture and then composite the texture in the other camera and/or you could maybe use the render pass / render graph features to orchestrate this.