You should be able to rearrange your rendering queue to do that.
For example, you could add your post effects just to the 3d render camera by adding the effects renderer to your Layer 0. Following that, you can just add your sprite batch.
Of course you need to remove the effect from the master queue to not have them applied twice on top of it all.
Adding your render effect:

I am not familiar enough with the studio, but you can then add a sprite batch in a script with an init like so:
var scene = SceneSystem.SceneInstance.Scene;
var compositor = ((SceneGraphicsCompositorLayers)scene.Settings.GraphicsCompositor);
compositor.Layers[0].Renderers.Insert(3, _delegateRenderer = new SceneDelegateRenderer(YourRenderMethod));
Change the insert index according to your layer queue.
You also need a sprite batch like so:
var virtualResolution = new Vector3(GraphicsDevice.BackBuffer.Width, GraphicsDevice.BackBuffer.Height, 1f);
_spriteBatch = new SpriteBatch(GraphicsDevice) { VirtualResolution = virtualResolution };
And here you draw your hud sprite, change the batch and draw parameters according to your needs:
public void YourRenderMethod(RenderContext context, RenderFrame frame)
{
var graphicsDevice = context.GraphicsDevice;
_spriteBatch.Begin(SpriteSortMode.FrontToBack, graphicsDevice.BlendStates.Additive, graphicsDevice.SamplerStates.PointClamp, graphicsDevice.DepthStencilStates.None);
_spriteBatch.Draw(yourTexture, location, color etc. ...);
_spriteBatch.End();
}
I am pretty sure there are simpler and other ways, I am in no way an expert, but this is just what works for me.