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Answer by thehen2

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I made a mistake, the events do fire consecutively per camera. void OnEnable() { RenderPipelineManager.beginCameraRendering += RenderPipelineManager_beginCameraRendering; RenderPipelineManager.endCameraRendering += RenderPipelineManager_endCameraRendering; } void OnDisable() { RenderPipelineManager.beginCameraRendering -= RenderPipelineManager_beginCameraRendering; RenderPipelineManager.endCameraRendering -= RenderPipelineManager_endCameraRendering; } private void RenderPipelineManager_beginCameraRendering(ScriptableRenderContext context, Camera camera) { if (camera == paperCamera) { foreach (var thisSceneOnlyGameObject in thisSceneOnlyGameObjects) { thisSceneOnlyGameObject.layer = LayerMask.NameToLayer("Default"); } } } private void RenderPipelineManager_endCameraRendering(ScriptableRenderContext context, Camera camera) { if (camera == paperCamera) { foreach (var thisSceneOnlyGameObject in thisSceneOnlyGameObjects) { thisSceneOnlyGameObject.layer = LayerMask.NameToLayer("Invisible"); } } }

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