I've followed the CodeMonkey tutorial on using a dynamic mesh as a stencil for a field of view or visibility polygon effect, and have got it working using the latest version of Unity and its Universal Render Pipeline (I believe this uses a Forward Renderer).
I'd like to use the 2D lighting and this requires a 2D Renderer, which I have also got working.
Unfortunately I can't figure out a way of combining these. I've got a Universal RenderPipeline and added my 2D Renderer and the Forward Renderer to the renderer list, but it only allows one of these to work (I'd assumed it would trigger in order).
How can I get both of these effects working together, or if it isn't possible, is there a recommended approach for combining 2D lighting and stencil masking?