Steps to reproduce:
1. Open the attached user's project "github_Unity_URP_Stackable_UI_Blur.zip"
2. Connect Quest 2/3 to Oculus Link
3. Make sure Single Pass Instanced is selected in the OpenXR/Oculus XR settings
4. Open the "Assets/UIBlur_Demo/Test.unity" Scene
4. In the Hierarchy, select the "EnqueuePass" GameObject and under the component's field "Injection Point" set to AfterRenderingTransparent/BeforeRenderingTransparent
5. Enter Play Mode
Expected Result: the moving Cube is red
Actual Result: the whole screen is red (See Results.png)
Reproducible with: 2022.3.16f1, 2023.2.4f1, 2023.3.0b1
Could not test on 2021.3.33f1 due to scripting errors after downgrading
Testing Environment: Windows 11
Not reproducible on: No other environment tested
Notes:
-Issue reproduces with Single Pass Instanced, on Multi-pass/Multi-view the Game View is transparent
-Project uses URP, could not test on HDRP due to scripting errors
-Issue only reproduces with AfterRenderingTransparent and BeforeRenderingTransparent injection points
-Issue does not reproduce and shows the expected result when using AfterRenderingOpaques