I have a script that needs to render things in world space *after* post-processing effects. This works perfectly using a custom HDRP pass with CustomPassInjectionPoint.AfterPostProcess, but not when using dynamic resolution. When dynamic resolution is enabled the render target is scaled up at some point in the post-processing effects stack, which is expected. However, my custom pass still gets a viewport which is only a fraction of the full size. I believe this is a bug as at this point the viewport should cover the whole screen (or at least the whole part of the screen the camera should render to after being scaled up). 1. Use a custom pass with CustomPassInjectionPoint.AfterPostProcess 2. Use dynamic resolution 3. Render something in the custom pass. 4. The things will be rendered in a scaled down way in a corner of the screen.