text rendering (screen space, both Text mesh Pro and Unity Text) is shifted between Single Pass Instanced and Multipass for DX11 and 12 when using Open XR mock provider. I checked Oculus XR provider package and this doesn't seem to reproduce there.
See attached screenshots which you can diff to see the text shift.
You can see the test jobs these shots were taken from here
SPI: [Internal link]
MP: [Internal link]