URP Camera Stack & Depth

Hi, I’m currently using Unity 2021.3.16f1 and URP. I’m currently trying to figure out how to get my camera stack to work correctly. I currently have 3 cameras:

  1. Base Camera → Renders all the objects in the scene
  2. FPS Camera → Renders the FPS arms and the Post Processing
  3. UI Camera → Renders the UI on top of everything

I’m trying to figure out how I can get my UI camera to still be occluded by the base camera’s depth, but not be affected by the post processing. I feel like I’ve been caught in a catch 22, where I can only have the UI occluded if it’s the second camera in the stack with “Clear Depth” turned off and only have it not affected by the post processing by having it be the third camera in the stack above the FPS camera.

So I was wondering if there was any way I could copy the depth over from the base camera to the UI camera? From what I understand reading the documentation that depth buffer is cleared at the start of each render loop for the base camera, so I’m unsure how to access this. I’ve tried copying the depth texture over using GetGlobalTexture(“_CameraDepthTexture”) and setting the UI camera’s buffers with SetTargetBuffers, but this doesn’t seem to work. Is there any way I can achieve what I’m trying to accomplish?