Quick answer: Unity URP 14 RenderGraph throwing 'resource already imported' when a custom pass imports a texture twice? RenderGraph forbids duplicate imports per frame - use the existing handle instead of re-importing.
Two custom passes both import the camera depth via builder.UseTexture. Frame fails with the duplicate-import error.
Reuse the handle
if (!graph.HasResource(handle))
handle = graph.ImportTexture(rt);Check before importing. Most pipelines can share a single import per frame.
Use the supplied camera color/depth
URP's frame data exposes camera color and depth as RenderGraph resources directly. Use those rather than importing your own copy.
Move import to a setup pass
One pass does all imports; subsequent passes reference handles from it. Centralized; duplicate-import risk eliminated.
“RenderGraph is a contract. Duplicate handles violate the contract.”
Migrate URP custom features to RenderGraph proactively. The post-migration pipeline is cleaner even before you exploit RenderGraph's optimizations.