why? because this way we can control scale per camera and do things like background blur to economize precious fillrate
As far as I know you can do it per camera using Dynamic Resolution:
ok my gut feeling is it won’t work because overlay cameras don’t have the allow dynamic resolution checkbox so they’ll probably inherit the stack owner’s renderscale. maybe it’s not exposed in the inspector (bug) so, giving the benefit of the doubt I’m adding a script to set camera.allowDynamicResolution to false for this forerground (overlay) camera
and renderbuffersize to 0.1 for clarity
it doesn’t work in the editor

so it’s time for to build … elevator music
and as expected it doesn’t work sensibly: the entire image is resscaled to 0.1 instead of just the background camera
on top of that the resulting image is wrong with the floor showing up as black.
overall I’m feeling the sting of switching to URP way more than I’d like. It’s just not production ready with edge cases like this one not handled in a sensible manner.
What’s your guy’s experience?
setup:
foreground is an overlay camera and background is the stack owner
I saw the framerate drop to 1/2 when using stacked camera so I don’t think it would work, yes even with 1/10th the resolution.