I’m having this same issue, but it’s not as easy for me to solve. I’m using 1 camera to render a background and then another camera to render the foreground and I need to clear the depth buffer between. However when I run my full screen effect I get the slow down you described.
Does anyone know if this is a Unity issue, or an iPad issue?
I could render to a texture instead but that’s going to be a big memory hit. Any other clever workaround ideas?
Seems to be either “depth only” or “don’t clear” that cause the problem.
But… I just tried keeping “depth only” setting enabled and simply made sure that “Occlusion Culling”, “Allow HDR” and “Allow MSAA” are all off and I’m getting a nice framerate now.