Camera stacking does not work on Android?

Hi,
I’m using unity 6 with URP. I set up a simple scene with one base camera that renders the skybox (culling mask = nothing), and one overlay camera that renders the scene. I am using this setup because I need to be able to rotate the skybox independently.
My setup works perfectly as long as my build target is Windows, but if I switch to Android I get a bunch of errors as soon as I press play in the editor:

Render Graph Execution error
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

Exception: Mismatch in Fragment dimensions
UnityEngine.Rendering.RenderGraphModule.NativeRenderPassCompiler.PassData.SetupAndValidateFragmentInfo (UnityEngine.Rendering.RenderGraphModule.ResourceHandle h, UnityEngine.Rendering.RenderGraphModule.NativeRenderPassCompiler.CompilerContextData ctx) (at ./Library/PackageCache/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/PassesData.cs:252)
UnityEngine.Rendering.RenderGraphModule.NativeRenderPassCompiler.PassData.AddFragment (UnityEngine.Rendering.RenderGraphModule.ResourceHandle h, UnityEngine.Rendering.RenderGraphModule.NativeRenderPassCompiler.CompilerContextData ctx) (at ./Library/PackageCache/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/PassesData.cs:268)
UnityEngine.Rendering.RenderGraphModule.NativeRenderPassCompiler.NativePassCompiler.BuildGraph () (at ./Library/PackageCache/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/NativePassCompiler.cs:194)
UnityEngine.Rendering.RenderGraphModule.NativeRenderPassCompiler.NativePassCompiler.Compile (UnityEngine.Rendering.RenderGraphModule.RenderGraphResourceRegistry resources) (at ./Library/PackageCache/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/NativePassCompiler.cs:84)
UnityEngine.Rendering.RenderGraphModule.RenderGraph.CompileNativeRenderGraph (System.Int32 graphHash) (at ./Library/PackageCache/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.Compiler.cs:20)
UnityEngine.Rendering.RenderGraphModule.RenderGraph.Execute () (at ./Library/PackageCache/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs:1221)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)

InvalidOperationException: The previously scheduled job ZBinningJob writes to the Unity.Collections.NativeArray`1[System.UInt32] ZBinningJob.bins. You must call JobHandle.Complete() on the job ZBinningJob, before you can write to the Unity.Collections.NativeArray`1[System.UInt32] safely.
Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle.CheckWriteAndThrowNoEarlyOut (Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle handle) (at <b5bf0c891ea345fe93688f835df32fdc>:0)
Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle.CheckWriteAndThrow (Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle handle) (at <b5bf0c891ea345fe93688f835df32fdc>:0)
Unity.Collections.LowLevel.Unsafe.NativeArrayUnsafeUtility.GetUnsafePtr[T] (Unity.Collections.NativeArray`1[T] nativeArray) (at <b5bf0c891ea345fe93688f835df32fdc>:0)
UnityEngine.Rendering.Universal.Internal.ForwardLights.PreSetup (UnityEngine.Rendering.Universal.UniversalRenderingData renderingData, UnityEngine.Rendering.Universal.UniversalCameraData cameraData, UnityEngine.Rendering.Universal.UniversalLightData lightData) (at ./Library/PackageCache/com.unity.render-pipelines.universal/Runtime/ForwardLights.cs:200)
UnityEngine.Rendering.Universal.UniversalRenderer.OnBeforeRendering (UnityEngine.Rendering.RenderGraphModule.RenderGraph renderGraph) (at ./Library/PackageCache/com.unity.render-pipelines.universal/Runtime/UniversalRendererRenderGraph.cs:871)
UnityEngine.Rendering.Universal.UniversalRenderer.OnRecordRenderGraph (UnityEngine.Rendering.RenderGraphModule.RenderGraph renderGraph, UnityEngine.Rendering.ScriptableRenderContext context) (at ./Library/PackageCache/com.unity.render-pipelines.universal/Runtime/UniversalRendererRenderGraph.cs:791)
UnityEngine.Rendering.Universal.ScriptableRenderer.RecordRenderGraph (UnityEngine.Rendering.RenderGraphModule.RenderGraph renderGraph, UnityEngine.Rendering.ScriptableRenderContext context) (at ./Library/PackageCache/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs:1175)
UnityEngine.Rendering.Universal.UniversalRenderPipeline.RecordRenderGraph (UnityEngine.Rendering.RenderGraphModule.RenderGraph renderGraph, UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.ScriptableRenderer renderer) (at ./Library/PackageCache/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineRenderGraph.cs:10)
UnityEngine.Rendering.Universal.UniversalRenderPipeline.RecordAndExecuteRenderGraph (UnityEngine.Rendering.RenderGraphModule.RenderGraph renderGraph, UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.ScriptableRenderer renderer, UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.Camera camera, System.String cameraName) (at ./Library/PackageCache/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineRenderGraph.cs:24)
UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.UniversalCameraData cameraData) (at ./Library/PackageCache/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs:857)
UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderCameraStack (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera baseCamera) (at ./Library/PackageCache/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs:1133)
UnityEngine.Rendering.Universal.UniversalRenderPipeline.Render (UnityEngine.Rendering.ScriptableRenderContext renderContext, System.Collections.Generic.List`1[T] cameras) (at ./Library/PackageCache/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs:469)
UnityEngine.Rendering.RenderPipeline.InternalRender (UnityEngine.Rendering.ScriptableRenderContext context, System.Collections.Generic.List`1[T] cameras) (at <b5bf0c891ea345fe93688f835df32fdc>:0)
UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipelineAsset, System.IntPtr loopPtr, UnityEngine.Object renderRequest, Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle safety) (at <b5bf0c891ea345fe93688f835df32fdc>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)

I tried enabling “compatibility mode” from project settings → graphics, which disables render graph, and the scene works in the editor (haven’t tried on the actual device yet), but that doesn’t seem like a viable solution