Steps to reproduce:
1. Open the new attached project "foveationRepro.zip" with 6000.0.76f1
2. Make sure the Graphics API is set to DX12
3. Connect Meta Link to Quest 2/3/3S
4. Open "Assets/S1.unity" Scene and enter Play Mode
5. Focus the Game View and press spacebar on the keyboard to enable SRP Foveation
6. Observe the Geometry on the corners of the HMD
7. Open the project on another latest stream (e.g 6000.3.16f1)
8. Repeat from step 2
Actual Result: Foveation effect intensity is different when directly comparing 6000.0 and other supported Unity streams
Expected Result: Foveation effect intensity is the same across different Unity supported streams
Reproducible with: 6000.3.14f1, 6000.4.4f1, 6000.5.0b5, 6000.6.0a3
Not reproducible with: 6000.0.73f1
Testing Environment: Windows 11
Not reproducible on: no other environment tested
Notes:
-Issue does not reproduce with Mock HMD
-Issue does not reproduce with Vulkan, no matter what URP asset settings are toggled, the foveation intensity is the same as 6000.0 stream