URP Depth buffer lags behind unless I have a second identical base camera

I’ve come across a strange issue with the URP whereby moving the camera creates artifacts due to the depth fade and foam I have in my water shader (using the scene depth node).

However, adding an identical second camera to the scene removes this problem completely. Both cameras must be active for the “fix” to work (using the second camera on its own doesn’t help). This wouldn’t be an issue if it weren’t for the performance hit of having two cameras rendering the same thing.

Strangely, turning the depth texture on and off in my URP settings makes no difference whatsoever.

Does anyone have any idea why that is?

(The clip below shows the scene with both cameras active, then with only one camera).