I have 2 cameras on scene. One main camera and one stacked overlay camera (same position and rotation). Purpose of first camera is to render my isometric background texture with 3d characters and proper culling. Second camera is for handling lighting and shadows - renders 3d “transparent” geometry with shadows). In built-in rendering pipeline there was option clear flags but in URP no matter what i do, there’s always cleanup of color depth and z. Maybe that’s because I’m using shader graph for 3d geometry (just wanted to pick current screen color after rendering first camera to screen). Right now am getting weird results - color in second camera is picked from height map texture that is processed in the middle of rendering first camera, not the color from final output.
Any ideas what can be wrong here? (I don’t mind just throwing some ideas)