Unity 2019.4.20f1, Android Samsung Galaxy S6, Built-in RenderPipeline, Forward Rendering. A significant amount of time is being spent in CullResult.CreateSharedRendererScene and ExtractRenderNodeQueue. The very weird part of the problem is that it's even that expensive at locations where the camera looks at pretty much nothing. For example when I place the camera at the end of the world and look towards the world border and skydome only. While in other locations, where a huge part of the level is actually visible, this ExtractRenderNodeQueue cost does not exist. There is only a single active Camera that renders the world and it uses Occlusion Culling. I have another Camera that renders a minimap and is placed below the world, it does not use Occlusion Culling. I also tested with OcclusionCulling turned off, but the cost is still there. What is this CullResult.CreateSharedRendererScene and how can I get rid of the cost?