Is there a mask for Post-Processing/Depth of Field?

I’m trying to simulate looking through an actual lens. To do this, I’ve set up an RTT camera, drawing to a texture, rendered on-screen using a custom post-processing material.

The main camera’s depth of field is currently affecting this by blurring it, meaning that one can’t see through it properly due to blur.

How can I mask or prevent post-processing from running on the lens, so that it appears clear, with DoF being run on the rest of the scene?

Anyone have a solution?