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.

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