Set up a camera stack in URP
Stack cameras to layer the outputs of multiple cameras into a single combined output.
Read time 2 minutesLast updated 14 days ago
This page describes how to use a camera stack to layer outputs from multiple cameras to the same render target. For more information on camera stacking, refer to Understand camera stacking.

A red capsule with a post-processing effect, and a blue capsule with no post-processing
Follow these steps to set up a camera stack:
Create a camera stack
Create a camera stack with a Base Camera and one or more Overlay Cameras.
For more information on how to do this, refer to Add a camera to a camera stack.
Set up layers and culling masks
Once you create your camera stack, you must assign any GameObjects the Overlay Cameras need to render to a layer, then set the of each camera to match the layer.
Culling Mask
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To do this use the following steps:
- Add as many layers as your project requires. For information on how to do this, refer to Add a new layer.
- For each GameObject you want an Overlay Camera to render, assign the GameObject to the appropriate layer.
- Select the Base Camera of your camera stack and navigate to Rendering > Culling Mask in the Inspector Window.
- Remove any layers you don't want the Base Camera to render, such as layers that contain objects only an Overlay Camera should render.
- Select the first Overlay Camera in the camera stack and navigate to Rendering > Culling Mask in the Inspector window.
- Remove all layers except for the layers that contain GameObjects you want this camera to render.
- Repeat Step 5 and Step 6 for each Overlay Camera in the camera stack.