Simple Camera Stacking

I am playing around with URP for the first time and wanted to try out camera stacking, so setup a simple scene with two cameras one to render nearwith near clip opf 0.01 and far clip of 3 and the other camera with near clip of 3 nad far of 100. Then put a cube right over that split and setup the camera stack expecting to see a cube in the scene but instead I get a clipped cube. What am I missing in this very basic of camera stacking examples. The end result just seems to be the second camera.

Camera 1 output

Camera 1 inspector


Camera 2 output

Camera 2 inspector
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Game View

What happens with different clipping planes is that your Z buffer values will also be incompatible between the cameras, and thus when you render anything with Z testing, they’ll be all over the place. (See: “Clip Planes” Unity - Manual: Camera component)