We have had an issue where doing transitions between scenes caused a one frame render glitch in bounded mode. I finally narrowed down the root of it. We are updating the transform of the Volume Camera in LateUpdate (and with Script Execution Order = 1000), this was not tracked by the Volume Camera until the next frame, but everything attached to the volume moved at the exact frame, causing a mostly blank frame being rendered.
It would be great if the Volume Camera checked for transform changes after LateUpdate. As a workaround Iām setting volumeCamera.WindowConfiguration = volumeCamera.WindowConfiguration, which dirties it with minimal overhead.