Hi, I have a set of runtime cameras and I want to render each of camera view into a global texture atlas. The atlas will then be used when rendering the main camera. I would like this feature as general as possible. I am trying to introduce a Scriptable Renderer Feature to do this (Unity 2020.2.0b12). In my Scriptable Render Pass, I configure the texture atlas as the render target in OnCameraSetup. Then I call UniversalRenderPipeline.RenderSingleCamera(context, camera) for each of the cameras in Execute function. Unfortunately, UniversalRenderPipeline.RenderSingleCamera leads to crash in mono-2.0-bdwgc.dll. You can find the crash stack in the attachment. Therefore, I would like to know: 1. Is it legal to call UniversalRenderPipeline.RenderSingleCamera in ScriptableRenderPass? 2. what is the best practice to achieve "rendering multiple cameras into an atlas before main camera rendering" in Scriptable Renderer Feature? Thanks. Y.