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After diving in some more on the structure of the bevy's render graph I added different edges that worked as expected, though I'm still unsure why the above does not also work. The following change has the post processing apply to UI as well which works for my specific use case:

            .add_render_graph_node::<ViewNodeRunner<PostProcessNode>>(
                // Specify the label of the graph, in this case we want the graph for 3d
                Core2d,
                // It also needs the label of the node
                PostProcessLabel,
            )
            .add_render_graph_edges(
                Core2d,
                // Specify the node ordering.
                // This…

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Answer selected by bilowik
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