URP Doesn't Pass Camera.Current to OnRenderObject?

I’m trying to draw a 2d grid with GL.Lines, and it works, but I also have multiple RenderTextures using separate cameras around the same area.
Those cameras pick up the GL.Lines.

There’s a way around that of course, inside of OnRenderObject I can check what Camera.current is, but… This only behaves properly in the built in renderer. It 99% of the time only gives null or the scene view camera in URP.

Am I missing something, or does URP just not support differentiating between what camera is being used in OnRenderObject?

Here is my code for those interested:

URP “bug”
https://forum.unity.com/threads/camera-current-returns-null-when-calling-it-in-onwillrenderobject-with-universalrp.929880/

apparently need to use helper script to get currently rendering cam (see Using the beginCameraRendering event | Universal RP | 7.4.3 )