Hello, I've been recently trying to create an outline shader following this video: Which creates the outline in the following steps: 1. Render outlined objects as a solid colour. 2. Apply a blur to the render texture. 3. Remove the original render from the newly blurred render texture. 4. Overlay that over the main camera's render. With this being the net result, repo here: https://github.com/Broxxar/GlowingObjectOutlines/tree/master/Assets With this video being made in 2017 I was trying to update it to use the SRP and Unity's new rendering features to make simpler and more streamlined code. I used this repo as a starting off point: https://github.com/sebastianhein/urp_kawase_blur/blob/master/Assets/Scripts/KawaseBlur.cs Then created two cameras and two renderers, with one camera being the base and one being an overlay on the other. The problem I'm having is while my replacement shader works fine: When I try to appy my blur it blurs the whole camera instead of just the current RenderTexture which should be active within the Renderer: I'm assuming my issue is that instead of renderers acting as independent camera views, all render features/renderers are simply applied to the main camera texture in order. Meaning while I expect this to be in the command buffer: It's actually this: So my issue is, what is the correct way to do this? I've been struggling on it for a few days but I've had a hard time making any progress. I've tried a couple different solutions: - Having one renderfeature instead of two and doing the whole thing in one compute buffer. (You can't make the camera render in a command buffer, I think maybe I was going about it wrong.) - Making it all into one shader with multiple passes, but it never seemed to compile. - Applying all the materials in order to a secondary camera with a C# script, then applying that camera's texture to the main camera, again just issues with the whole thing. I think I just have some fundamental misunderstanding with the data flow and structure of how to go about doing something like this. If anyone could be of any help it would be much appreciated. Thanks, Harry.