Hi, I am rendering a camera to a RenderTexture in order to apply post-process (bloom, color grading, etc.) in isolation to the content of this camera. I set its skybox to a solid color with full transparency, but sadly it looks like the color without transparency is still visible through transparent parts of the mesh. This is the result with a black skybox: White skybox: Orange skybox: Etc. I believe this is because the transparent black color is still black, and the buffer is loaded with blackness even thought it is transparent. As a result, some postprocessing or transparency is blending with these values instead of correctly using the transparency. One idea I had is to take the pixels of the game under this UI and use it as a 'skybox', that way it would get blended with the correct colors of the game. (grabpass?) If anyone has any better idea on what to do, it would be greatly appreciated.