This page describes how to use a cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary stack to layer outputs from multiple cameras to the same render target. For more information on camera stacking, refer to Understand camera stacking.
Follow these steps to set up 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.
Once you create your camera stack, you must assign any GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary the Overlay Cameras need to render to a layerLayers in Unity can be used to selectively opt groups of GameObjects in or out of certain processes or calculations. This includes camera rendering, lighting, physics collisions, or custom calculations in your own code. More info
See in Glossary, then set the Culling MaskAllows you to include or omit objects to be rendered by a Camera, by Layer.
See in Glossary of each camera to match the layer.
To do this use the following steps:
Note: You don’t need to configure the Culling Mask property of the cameras. However, cameras in URP render all layers by default, so rendering is faster if you remove layers that contain unneeded GameObjects.