URP Post-processing doubles draw calls

When I turn on PP for my URP project, i get a double in draw calls right away - even without any effects active. Is this normal?

I’ve had similar problems, it looks in the frame debugger like it’s forcing a depth prepass while postFX are active, even when none of the active effects need it. If any shader in the scene has a depth prepass available it’ll get called while post processing is active. =<

Enabling post processing when you use MSAA force unity to do a depth pre-pass. Even if no one effect is enabled.

Why though?

Yup, if you disable MSAA it seems to go away. Though there’s no reason unity needs to do a depth prepass here, i tried rendering with only shaders that don’t have the depth pass and it renders perfectly fine. Probably a URP bug.

That fixed it - thank you guys.