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.