URP creates 1.8kb of garbage collection every frame

I created a new 3d project, then I imported URP through the package manager.

All of my scripts are simple and shouldn’t really affect URP rendering in any way.
I only have two objects being rendered in my scene and the 1.8kb of GC are still being generated when I disable them.
I have some TMP UI elements but the 1.8kb of GC are still being generated when I disable the canvas.

I did a deep profile and I see a really long list of URP stuff that I don’t really know about.

I really don’t know where to begin to fix this.

Edit:
I have two cameras in the scene. If I disable both of them, the 1.8kb stops. If I disable one of them, nothing changes. If I enable both of them, nothing changes.
It seems that it doesn’t matter how many cameras I have. As long as I have one, the 1.8kb of GC will be allocated.

I fixed it by turning off HDR in the output section on both of my cameras.
Anyone know why HRD was allocating 1.8kb every frame?

I might want HDR later on in my project. How do I enable HDR without it allocating 1.8kb every frame?

Edit:
Enabling Post Processing on my camera is causing 2.5kb of garbage allocation.
Why are my camera setting causing memory leaks?

Edit:
I was using an older version of Unity. I switched to the newest release. I am still having the same problem. I create a new project, install URP, and if I turn on HRD or Post Processing on my main camera I get extreme Garbage Collection allocation.

The garbage collection was being allocated because I had both the scene view and the game view open at the same time. Making only one open at a time fixed it.