I’m using two cameras in my game. One I have set to depth only, and the other is set to skybox. I’m using deferred rendering, I’ve tried others but they have the same issue. I’ve made sure that both cameras move exactly the same. The first camera set to depth only has a near clipping plane of 0.15 and a far clipping plane of 1000. The second camera has a near clipping plane of 1000 and a far clipping plane of 15000. The only other cameras in the scene are water reflection cameras. When I start the game everything is fine.
If I move the cameras around this happens.
The problem seems to be, that the background of the non-skybox (normal) camera if not being redrawn, that means it doesn’t delete what it doesn’t see. You don’t have to use 0.15-1000 and 1000-1500 clipping planes, all you have to do is change the depth of the cameras. Have 2 cameras, one for drawing objects - depth only, and one for drawing skyboxes - clear everything. The first, main camera should have depth set to 0 and the skybox camera to -1/-2. In my project I have a setup with 3 cameras. One for objects, one for foreground UI and one for background UI (behind objects) and it works just fine using the depth settings.
After so long I think I found the issue. Unity’s advanced water system was creating cameras for reflections, which messed up everything. I disabled the water and now the problem appears to be gone.
Your first camera needs to clear with the skybox. You clearly don’t clear the background in your second image. So you either have disabled the camera that clears the background or the render order is wrong.