Hello, I'm trying to find a way around a limitation (or bug ?) with the forward rendering path. Consider the following dual-camera setup, quite common in FPS games (one camera to render the game and another one on top of it to render the weapons & hud to avoid clipping with the world) : Camera 1 - Clear Flags: Solid Color - Depth: 0 - HDR enabled Camera 2 - Clear Flags: Depth Only - Depth: 1 - HDR enabled Image effects (bloom, tone mapping etc) are applied to the Camera 2. This works fine with the deferred rendering path but in forward rendering the output of Camera 1 is truncated to LDR despite it being marked as HDR, so the image effects from Camera 2 can't use the HDR info from Camera 1. According to the documentation, setting HDR on a forward rendered camera will only work if an image effect is present, so I put a dummy post processing effect on it (simple pixel copy so no HDR clamping is done) but it doesn't help either. I can't use deferred rendering for various reasons so I'm trying to find a way around this issue. I found a few random posts about it but no solution. I could potentially render Camera 1 to a floating point render target and use it in Camera 2 but I'm not sure it's optimal performance-wise (memory, bandwidth, fillrate). Is there anything wrong with this setup ? Is it a limitation of the forward rendering path ? Any workaround ?