Version: Unity 6.1 Alpha (6000.1)
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Change the render type of a camera in URP
Camera stacking in URP

Multiple cameras in URP

An example of the effect camera stacking can produce in URP
An example of the effect camera stacking can produce in URP

Resources and approaches for using multiple cameras to work with multiple 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
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outputs and targets in the Universal Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
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(URP).

Note: If you use multiple cameras, it might make rendering slower. An active camera runs through the entire rendering loop even if it renders nothing.

Page Description
Camera stacking Learn about the fundamental concepts of camera stacking.
Set up a camera stack Stack cameras to layer the outputs of multiple cameras into a single combined output.
Add and remove cameras in a camera stack Add, remove, and reorder cameras within a camera stack.
Set up split-screen rendering Render multiple camera outputs to a single render target to create effects such as split screen rendering.
Apply different post processing effects to separate cameras Apply different post-processingA process that improves product visuals by applying filters and effects before the image appears on screen. You can use post-processing effects to simulate physical camera and film properties, for example Bloom and Depth of Field. More info post processing, postprocessing, postprocess
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setups to individual cameas within a sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
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.
Render a camera’s output to a Render Texture Render to a Render TextureA special type of Texture that is created and updated at runtime. To use them, first create a new Render Texture and designate one of your Cameras to render into it. Then you can use the Render Texture in a Material just like a regular Texture. More info
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to create effects such as in-game CCTV monitors.
Create a render request Trigger a camera to render to a Render Texture outside of URP rendering loop.

Additional resources

Change the render type of a camera in URP
Camera stacking in URP