Haha, actually, I would not agree, because I currently have no need for culling prevention. If our dynamic objects suddenly stopped being included in the culling system, our rendering perf would take a hit! However, I definitely think it would be a good thing to have some way to disable it on a per-object basis. Maybe there is, and we just don't know about it. OC does seem to be one of the more obscure, less understood systems in Unity. Yeah, I know what you mean. It's difficult enough sometimes getting multiple cameras to render properly even if you are just stacking all your image effects onto one of the cameras. But when you need to support, "yes we want that effect on that camera, but not on the stuff from that camera!" it gets even more difficult! I ended up writing a camera compositing system that handles that stuff pretty well, but it can be tricky to set up because there are a lot of quirks to work around. And depending on your platform and the frame rate you want to hit, you need to be careful with multiple cameras because there is a certain amount of cpu overhead to each one that is active, even if it renders nothing at all.