[URP/LWRP] Renderer feature breaks all reflections.

I’m using the renderer feature for cell shading found in this unity video:

I made some small modifications to allow it to work in 2019.3.9f1 that mostly involved replacing references to LWRP with references to URP.
After setting it up and getting it working, I select the forward renderer object and disable the Sobel Outlines Renderer feature then bake a reflection probe and it looks like this: (working as expected)
156361-unitycapture.png
I can then re-enable the renderer feature and it will look like this: (This is my desired result)
156362-unitycapture3.png
but the moment I re-bake the reflection probe now that the renderer feature is turned on, it turns black and so does the reflection on any object relying on the reflection probe (such as the shiny sphere in the background of the screenshots)
I would add a screenshot of this but Unity only allows 2 screenshots per question which does not help me make my point at all.
I can get my desired result by disabling the cell shading renderer feature, baking my probes, and then enabling it again, but this is tedious and jank and I would like to avoid doing so.
Does anybody have any idea why this happens or how I can prevent it? Here’s what I’ve done to try and fix it:

I’ve tried both realtime and baked reflections. I can’t get my reflection probes to show anything but black.
Realtime reflection probes are enabled in my URP asset.
I can’t even get items in my scene to reflect the skybox in the absence of a reflection probe. All reflections are black.
I’ve tried baking the entire scene.
I am not using Post Processing V2. I’m using the PP made for URP. (URPAsset>Post-Processing>Feature Set = Integrated)
I’ve tried enabling and disabling HDR on my reflection probe.
I’ve tried setting the culling flags on my reflection probe to nothing and setting the clear flags to skybox and still can’t see the sky. Just black.
I’ve tried setting the clear flags to solid color. Still nothing.

Thanks in advance for any help.

Even simple custom pass with Blit(source, tmp, material); Blit(tmp, source); make RP black.
Searching for a way to solve it or to exclude custom feature/pass for RPs.