# Default Rendering Pipeline Affecting GUI

**URL:** <https://forum.babylonjs.com/t/default-rendering-pipeline-affecting-gui/22991>\
**Category:** Questions\
**Tags:** gui\
**Created:** [August 11, 2021, 1:26pm UTC](https://forum.babylonjs.com/t/default-rendering-pipeline-affecting-gui/22991 "2021-08-11T13:26:57Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![jdp1g09](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/jdp1g09/32/14864_2.png) [@jdp1g09](https://forum.babylonjs.com/u/jdp1g09)\
**Post date:** [August 11, 2021, 1:26pm UTC](https://forum.babylonjs.com/t/default-rendering-pipeline-affecting-gui/22991/1 "2021-08-11T13:26:57Z")

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Hi All,

I’m trying got use the default render pipeline on my scene, the effects are working exactly as desired on my meshes. However, they’re also being applied to my UI elements, which I do not want.

I’ve reproduced the issue in this playground: [https://playground.babylonjs.com/#ZI9AK7#1534](https://playground.babylonjs.com/#ZI9AK7#1534)

In the Playground that demos the options int he render pipeline, the UI is not affected: [https://playground.babylonjs.com/#Y3C0HQ#146](https://playground.babylonjs.com/#Y3C0HQ#146)

I can only think this has something to do with the difference between `CreateFullscreenUI()` and `CreateForMesh`? Is there anyway of disabling the rendering pipeline effects for the `CreateForMesh` UI?

Thanks in advance,

Joe

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**Author:** ![Deltakosh](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/deltakosh/32/26635_2.png) [@Deltakosh](https://forum.babylonjs.com/u/Deltakosh)\
**Post date:** [August 11, 2021, 3:23pm UTC](https://forum.babylonjs.com/t/default-rendering-pipeline-affecting-gui/22991/2 "2021-08-11T15:23:48Z")

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Unfortunately no as the mesh UI is a texture inside the scene (which is affected by the rendering pipeline) ☹

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<div class="post-metadata">

**Author:** ![jdp1g09](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/jdp1g09/32/14864_2.png) [@jdp1g09](https://forum.babylonjs.com/u/jdp1g09)\
**Post date:** [August 12, 2021, 7:23am UTC](https://forum.babylonjs.com/t/default-rendering-pipeline-affecting-gui/22991/3 "2021-08-12T07:23:57Z")

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Is there no way of rendering two cameras at the same time, or something like that? With the effect on being applied to the first camera?

I understand that’s how [Unity’s Camera Stacking](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@7.2/manual/camera-stacking.html) works?

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<div class="post-metadata">

**Author:** ![jdp1g09](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/jdp1g09/32/14864_2.png) [@jdp1g09](https://forum.babylonjs.com/u/jdp1g09)\
**Post date:** [August 12, 2021, 8:34am UTC](https://forum.babylonjs.com/t/default-rendering-pipeline-affecting-gui/22991/4 "2021-08-12T08:34:35Z")

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I’ve managed to add world-space UI elements into the scene, that are then not affected by the DefaultRenderPipeline, however, the `linkWithMesh` doesn’t seem to work when applying the `layerMask`:

PG: [https://playground.babylonjs.com/#JU1DZP#31](https://playground.babylonjs.com/#JU1DZP#31)

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<div class="post-metadata">

**Author:** ![jdp1g09](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/jdp1g09/32/14864_2.png) [@jdp1g09](https://forum.babylonjs.com/u/jdp1g09)\
**Post date:** [August 12, 2021, 8:39am UTC](https://forum.babylonjs.com/t/default-rendering-pipeline-affecting-gui/22991/5 "2021-08-12T08:39:39Z")

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Got It!!!

PG: [https://playground.babylonjs.com/#JU1DZP#32](https://playground.babylonjs.com/#JU1DZP#32)

Turns out the `layerMask` was working perfectly, however the `FreeCamera` was not moving, so the perspective to the UI element was always the same, which gave the illusion of the `linkWithMesh` not working.

The trick to get this to work was to then make the `SecondCamera` identical to the first camera. Then add an `onViewMatricChangedObservable()` on the first camera. When it’s view updates, copy the parameters over to the second camera too.
