Steps to reproduce:
1. Open the attached project "HDRP-SSR_Repro-6000.0.62.zip"
2. Connect Meta Quest 2/3/3S to Meta Link
3. Open the "Assets/Settings/HDRPDefaultResources/HDRenderPipelineAsset.asset" and go to "Lighting > Reflections > Screen Space Reflection > Enable"
4. In "Assets/Settings/HDRPDefaultResources/DefaultSettingsVolumeProfile.asset" go to "Lighting > Screen Space Reflection > Algorithm > PBR Accumulation"
5. Make sure Single Pass Instanced Rendering mode is being used in the OpenXR settings
6. Open "Assets/OutdoorsScene.unity" and enter Play Mode
7. Observe artifacts being rendered on the Sphere on the right eye as you move the HMD
Actual Result: SSR PBR Accumulation artifacts are present in one eye (See attached Repro.png)
Expected Result: no artifacts are present when using SPI OpenXR Rendering Mode with SSR PBR Accumulation algorithm
Reproducible with: 6000.0.71f1, 6000.3.12f1, 6000.4.0f1, 6000.5.0b1, 6000.6.0a1
Environment tested: Windows 11 24H2
Notes:
-Issue only reproducible with DXD12
-Issue only reproduces with Single Pass Instanced
-Issue reproduces in Windows Standalone Player as well as in the Editor Play Mode