(Using Unity 2022.3.8, HDRP 14) I have a custom pass that uses CustomPassUtils.RenderFromCamera() to render a disabled camera to a RenderTexture. This works well, allowing me to render objects based on layer mask, using a custom material, into a render texture, from the point of view of the disabled camera. Great feature. The only nagging issue I have, is that only objects that are also visible to the main camera (game view), will be considered when rendering from the second disabled camera. I then came across some example code to set the cullingResults on the camera we are rendering from. It looks like this: However, it seems to have no effect... as soon as the main game view camera looks away from the area, the custom pass results are blank. If the main camera's view overlaps that of the secondary disabled camera, the RT is filled with correct output as seen from the disabled cam. I'm suspecting this is a bug, but if not, please advise if there is some work-around or I'm just doing it wrong. Thanks!