Quick answer: Unity URP RenderGraph stalling when the camera's render target changes mid-frame? Target swap forces pipeline flush - declare targets at frame start and don't mutate.

Mini-map camera writes to a RT each frame; main camera writes to backbuffer. Target swap costs 2ms.

Pre-declare targets

RenderGraph setup declares all targets used per frame. No mid-frame mutation.

Or use separate render passes

Mini-map pass and main pass have their own graph builders. Stalls eliminated.

Profile with RenderGraph viewer

Stall points visible per pass. Diagnose; restructure.

“RenderGraph optimizes by declaring everything upfront. Mid-flight mutation negates the benefit.”

Restructure your render code to declare all targets at graph build. The pipeline benefits compound.

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