UniversalRP DrawUIOverlay to RTHandle and Mask component not work

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?
mask not work

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);
    }
}