I am working on customizing RenderPipeline. I added a new ScriptableRenderPass and allocated an RTHandle. After finishing the PostProcess pass (RenderpassEvent.AfterRendering), I called context.DrawUIOverlay(camera) to draw UI on this RTHandle and RenderingUtils.FinalBlit() it to cameraTargetHandle, but the Mask Component in ScrollView doesn’t work, I think there’s something wrong with the stencil buffer, does anybody know how to fix this?

Unity version: 2022.3.10f1
com.unity.render-pipelines.core@14.0.8
com.unity.render-pipelines.universal@14.0.8
ScriptableRenderPass is something like the below:
class DrawOverlayUIPass : ScriptabileRenderPass
{
RTHandle m_UGUITarget;
Material m_BlitMaterial;
public DrawOverlayUIPass(Material blitMaterial)
{
renderPassEvent = RenderPassEvent.AfterRendering;
m_BlitMaterial = blitMaterial;
}
public Setup(ref CameraData cameraData, RTHandle uguiTarget)
{
m_UGUITarget= uguiTarget; //This is an RTHandle managed by UniversalRenderer
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
var cmd = renderingData.commandBuffer;
ref CameraData cameraData = ref renderingData.cameraData;
var camera = cameraData.camera;
CoreUtils.SetRenderTarget(cmd, m_UGUITarget);
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
context.DrawUIOverlay(camera);
RenderingUtils.FinalBlit(cmd, ref cameraData, m_UGUITarget, cameraTargetHandle, RenderBufferLoadAction.Load, RenderBufferStoreAction.Store, m_BlitMaterial, 1);
}
}