Steps to reproduce:
1. Open the attached project "XRDepthTest.zip"
2. Make sure Mock HMD is enabled under XR Plugin Management
3. Open "Assets/OutdoorsScene.unity"
4. In the Hierarchy, under "GameObject" GameObject make sure "Inflate" is enabled and "Inflate Frames" set to 5000
5. Enter Play Mode
6. Open Frame Debugger: HDRenderPipelineRenderCamera → ExecuteRenderGraph → XRDepthCopy, and expand Vectors to see _BlitScaleBias
7. Compare against the rtHandleScale value logged in Console Window
Actual result: XRDepthCopy uses _BlitScaleBias = (1.0000000, 1.0000000) while rtHandleScale is (0.3691406, 0.4101563). The blit samples the entire 4096x4096 allocation when only 1512x1680 of it contains rendered depth, so depth is submitted at roughly 2.7x / 2.4x the correct scale
Expected result: _BlitScaleBias should equal rtHandleScale, matching the non-XR DuplicateDepthBuffer path
Reproducible with: 6000.0.81f1, 6000.3.21f1, 6000.5.7f1, 6000.6.0b7, 6000.7.0a4
Testing Environment: Windows 11
Not reproducible on: no other environment tested
Notes:
-See attached "xr-quadview-depth-scale-fix.patch"
-User facing manifestation is Varjo quad-view rendering, where submitted depth is visibly mis-scaled in Varjo Base Analytics. This bug report reproduces the root cause on Mock HMD Runtime with no Varjo hardware/software