Camera.Render calls expensive UIEvents.WillRenderCanvases

even if the culling + event masks are both zero, there is no GUI related component on it. The camera is disabled, I am calling Render() on it from script. All actual rendering is done in OnPostRender() (since the cull mask is 0). The reason I am using the camera is because it’s easy for me to add postprocessing effects to the result.

Is there a way how to prevent the camera from updating the canvas layouts>

I have the same issue, and haven’t found a way yet.

Would be nice if Unity stopped assuming every camera in existence always does everything.

I have the same issue. Did you open a bug ticket?