Using alternative shaders for my HUD camera

I’m designing a space exploration game and I have a working HUD camera that shows a close-up of the in-game object the player is currently ‘scanning’ at the top right of the main camera screen.

Trouble is, I’d like to display the scanned game objects in a different style to how they look in the ‘real’ camera. If possible, I’d like each object to have a hudScannerShader property (which would vary from object to object) that gets used in the HUD camera only. Does anyone know how I would implement that?

I know there’s a Camera.RenderWithShader() method, but I don’t see how that can allow for different shaders per object. Any help, much appreciated.

Thanks.

It turns out, I only ever need to render one scanned object at a time with the HUD camera, so I’ve used…

…and the replacement shader gets pulled from the currently scanned object. Seems to work well.
In case it’s useful to anyone, the script attached to each prefab GameObject has a public Shader ‘hudCameraShader’ property that has the correct HUD shader slotted into it.