Videoplayer - change fullscreen video without screen blinking?

Hello everyone! I do something like this

public class MainBehaivor : MonoBehaviour
{
    public VideoPlayer videoPlayer;

    // Start is called before the first frame update
    void Start()
    {
        GameObject camera = GameObject.Find("Main Camera");
        videoPlayer = camera.AddComponent<VideoPlayer>();
        videoPlayer.playOnAwake = false;
        videoPlayer.renderMode = VideoRenderMode.CameraNearPlane;
        videoPlayer.isLooping = false;
        videoPlayer.waitForFirstFrame = true; //with / without this line nothing changing at all
        videoPlayer.skipOnDrop = false; //with / without this line nothing changing at all
    }

    void Update()
    {
        if (Input.GetKeyUp(KeyCode.Q)) Play("Video1.mp4");
        if (Input.GetKeyUp(KeyCode.W)) Play("Video2.mp4");
    }

    private void Play(string name)
    {
        videoPlayer.url = Path.Combine(Application.streamingAssetsPath, name);
        videoPlayer.Prepare(); //with / without this line nothing changing at all
        videoPlayer.Play();
    }
}

But every time on video changing - for a brief moment I see background color, empty screen without video.

I trying use two objects, set video to second and hide first after video start playing - but this doesn’t help either.

private void Play(string name)
{
    if (videoPlayer1.gameObject.activeSelf)
        ChangeVideo(name, videoPlayer1, videoPlayer2);
    else
        ChangeVideo(name, videoPlayer2, videoPlayer1);
}

private void ChangeVideo(string name, VideoPlayer old, VideoPlayer current)
{
    old.Pause();
    current.prepareCompleted += preparedCallback;

    void preparedCallback(VideoPlayer source)
    {
        current.Play();
        old.gameObject.SetActive(false);
        old.clip = null;
        current.prepareCompleted -= preparedCallback;
    }

    current.url = Path.Combine(Application.streamingAssetsPath, name);
    current.gameObject.SetActive(true);
    current.Prepare();
}

Hmm. Any ideas?

Problem solved by using rendering in texture. For some reason it not “blink”.