How to reproduce:
1. Open the attached project "IN-111195"
2. Enter Play mode
3. Click “Print Foveation State” > “Print Foveation State” on the Menu bar
4. Observe the Console (see notes)
5. Open Window > Analysis > Frame Debugger
6. Select (RP 5:0) DrawTransparentObjects
7. Observe the VR device view
8. Select (RP 6:0) RG_UberPost
9. Observe the render difference in the VR device view
Expected result: Foveation is not performed in the Frame Debugger in step 9
Actual result: Foveation is performed in the Frame Debugger in step 9
Reproducible with: 6000.0.0f1, 6000.0.55f1, 6000.2.0f1 (517f89d850d1)
Could not test with: 2023.1.0a1 (Foveation not available), 6000.3.0a4 (Runtime error)
Reproducible on: Windows 10 (10.0.19045) (reporter), Windows 11 Enterprise
Not reproducible on: No other environments tested
Reproducible on devices:
Oculus Quest 3 (Quest 3), CPU: Snapdragon XR2 Gen 2 (SM8550), GPU: Adreno (TM) 740 (reporter)
Oculus Quest 2 (Quest 2), CPU: Snapdragon XR2, GPU: Adreno 650
Notes:
-Refer to the reproduction video and “Required console output in step 4“ Internal Note to verify Editor configuration before performing step 5
-When Post Processing is enabled on the Camera, the foveation occurs in UberPost pass, or else in Final Blit pass
-Avoid opening the RenderGraph viewer, as it may cause flickering