@pensionerov Sleek Render without any effects has a few seemingly empty passes that still do some work. It’s considered the base overhead of the package and it takes some frame budget. That base overhead is mitigated when effects themselves are starting to enable. It’s needed to avoid resource creation hiccups and enabling / disabling / fading effects difference in overall cost of the effects stack, which allows for smoother framerates with fewer possible hiccups.
This base overhead, when combined with your two camera passes, takes your framerate down to 45-50 fps.
What you need to understand that 60 fps doesn’t mean “it runs without problems”, it just happens to run under 16.6 ms, whether it’s 1 ms or 16.5 ms for a frame.
Let’s discuss this for a moment.
Say your scene with one camera and without any effects takes 8 ms. Adding Sleek Render increases overall budget by, say, 5 ms, which is makes it 13 ms in total. Thus your scene is rendered at 60 fps regardless of whether Sleek Render is enabled or not because total cost is less than 16.6. Mobile builds in Unity just can’t update faster than that, and this is why you can see that stable 60 fps cap.
Now, take that same one-camera scene again, 8 ms without any effects. Adding a second camera to it will increase overall budget by, say, same 5 ms, which makes it 13 ms in total again. It’s still less than 16.6 and it runs at 60 fps.
Adding Sleek Render to your two camera setup will increase frame time by another 5 ms (as well as adding a second camera to a Sleek Render scene) which will make it 18 ms in total, which is now more than 16.6. It looks like something has suddenly “broken”, while in reality you have just spent your 16.6 budget and FPS became lower than 60. (18 ms is 55 FPS).
50 FPS is actually 20 ms of frame budget, but you get the idea. We could have started with 10 ms base time for your scene + 5 ms for Sleek Render or a second camera. Adding just one more thing that takes more than 1.6 ms will blow the frame budget.
One instance of Sleek Render has the same budget regardless of number of cameras used in the scene. If you add more cameras to your scene, you’ll see more dropping of framerate proportional to the number of cameras. Number of cameras and Sleek Render performance do not correlate in any way.