Calling SwapColorBuffer in URP causes depthTarget disappear

I create a custom RendererFeature execute at AfterRenderingSkybox.

The RendererFeature call ScriptableRenderPass.Blit(CommandBuffer cmd, ref RenderingData data, Material material, int passIndex = 0). After execute the RendererFeature, transparent objects have problems in depth testing when rendering, and cannot be obscured by opaque objects.

using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;

public class SwapColorBufferRendererFeature : ScriptableRendererFeature
{
    SwapColorBufferPass m_swapColorBuffer;

    class SwapColorBufferPass : ScriptableRenderPass
    {
        public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
        {
            CommandBuffer cmd = CommandBufferPool.Get(name: "SwapColorBufferPass");
            Blit(cmd, ref renderingData, null);
            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);
        }
    }

    public override void Create()
    {
        m_swapColorBuffer = new SwapColorBufferPass();
        m_swapColorBuffer.renderPassEvent = RenderPassEvent.AfterRenderingSkybox;
    }

    public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
    {
        renderer.EnqueuePass(m_swapColorBuffer);
    }
}

It was found that the depthTarget setting was invalid after calling UniversalRenderer.SwapColorBuffer(CommandBuffer cmd), and subsequent draws did not have depthTarget.

Unity Version: 2022.3.4f1
URP Version: 14.0.8

Hello,

Would you kindly please report this issue via the Bug Reporter tool?
https://unity.com/releases/editor/qa/bug-reporting
Please make sure to write the exact steps needed to be taken so that the reproduction would be visually seen. Also make sure to attach a reproduction project and any visual material so that when testing our CQA team can verify that they got the same results. If you can, please use this template:

How to reproduce:

  1. Open the attached project
  2. Do this
  3. Do that
  4. Select this
  5. Observe that

Expected result: Something is visible, something is printed or something happens
Actual result: The opposite of what I expect happens

Reproducible with: Editor version I am using (e.g: 2021.3.xf1)

Reproduced on: The OS I am on (e.g: Windows 11, macOS Ventura 13.1 (Intel/Silicon))

Bug report has been created: Unity Issue Tracker - DepthTarget disappears when calling SwapColorBuffer (unity3d.com)