How can I grab the depth buffer of 6 different cameras?

I have 6 Cameras in my world I need to grab the depth buffer from them.
I am literally only interested in the Depth buffer of the cameras, no effects, no lighting, just opaque objects that the camera can see.

What process do I need to render the cameras, and then:
a) Put it inside a Render Texture
b) Use it in shader graph to render custom view of the scene based on the Depth?

I did it this way.
Make sure your cameras are disabled
And i am not sure about right clear flags (color, depth) on custom pass
Make custom pass script and add it to your custom pass volume

class DepthToRTCustomPass : CustomPass
    {
        [SerializeField] private LayerMask _layerMask = ~0;
        [SerializeField] private RenderTexture[] _depthRenderTextures;
        [SerializeField] private Camera[] _camera;

        protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
        {
     
        }

        protected override void Execute(CustomPassContext ctx)
        {
            if (ctx.hdCamera.camera.cameraType == CameraType.SceneView)
                return;
     
                for (int i = 0; i < _camera.Length; i++)
                {
                    if (_camera[i] == null) continue;
             
                    // Culling
                    _camera[i].TryGetCullingParameters(out var cullingParameters);
                    var cullingResults = ctx.renderContext.Cull(ref cullingParameters);
                    ctx.cullingResults = cullingResults;

                    // Depth state
                    var depthTestOverride = new RenderStateBlock(RenderStateMask.Depth)
                    {
                        depthState = new DepthState(true, CompareFunction.LessEqual),
                    };

                    if (_depthRenderTextures[i] != null)
                    {
                        CustomPassUtils.RenderDepthFromCamera(ctx,
                            _camera[i],
                            _depthRenderTextures[i],
                            clearFlags,
                            _layerMask,
                            RenderQueueType.All,
                            depthTestOverride);
                     }
                }
        }
    }