It would seem like you need two cameras (in addition to the main camera) - one to draw the initial RenderTexture, and one to draw the render texture from the last camera, and the new mesh. This should be done in the OnRenderObject of the second camera.
I’ve solved the issues now. I managed to avoid a blit and get it up to 60fps on the target platform. I didn’t use any OnRender methods after all - camera depth was enough. Thank you for reply