Steps to reproduce:
1. Open the attached project "Fetch.zip"
2. Open "SampleScene.unity" and enter Play Mode to observe correct rendering (Output is tinted blue)
3. Switch to Android Platform and make sure Graphics Api is Vulkan
4. Build to a Quest 2/3 device
5. Observe the corrupted rendering
Expected Results: framebuffer fetch does not produce artifacts with Vulkan on Quest 2/3
Actual Results: framebuffer fetch produces artifacts with Vulkan on Quest 2/3
Reproducible with: 6000.0.45f1, 6000.1.0b14
Could not effectively test on 6000.2.0a8 due to the output not matching the Editor (no blue tint) and no artifacts appearing
Could not test on 2021.3.50f1, 2022.3.61f1 due to RenderGraph scripting errors
Reproducible with these devices:
VLNQA00609 - Oculus Quest 3 (Quest 3), CPU: Snapdragon XR2 Gen 2 (SM8550), GPU: Adreno 740, OS: 12
VLNQA00417 - Oculus Quest 2 (Quest 2), CPU: Snapdragon XR2, GPU: Adreno 650, OS: 10
Environment tested: Windows 11 24H2
Notes:
-Issue only reproduces with Vulkan, on OpenGLES3 left eye does not render but the artifacts are not present
-Discussion thread: https://discussions.unity.com/t/urp-framebuffer-fetch-from-backbuffer/1617802/10