I’m trying to draw a 2d grid with GL.Lines, and it works, but I also have multiple RenderTextures using separate cameras around the same area.
Those cameras pick up the GL.Lines.
There’s a way around that of course, inside of OnRenderObject I can check what Camera.current is, but… This only behaves properly in the built in renderer. It 99% of the time only gives null or the scene view camera in URP.
Am I missing something, or does URP just not support differentiating between what camera is being used in OnRenderObject?
Here is my code for those interested: