Reproduction steps:
1. Open the user’s attached project
2. Open the “/Assets/Scenes/SampleScene.unity” Scene
3. Make sure “/Assets/DepthRT” has it's Filter Mode set to “Bilinear” in the Inspector window
4. Go to Build Settings and switch to the Android platform
5. Make sure Graphics API is set to “Vulkan” in Player Settings
6. Build And Run on an Oculus Quest device
Expected result: The red circle on a cube looks blurry due to the bilinear filtering
Actual result: The red circle on a cube appears the same as the Filter Mode would be set to “Point”
Reproducible with: 2021.3.12f1, 2022.1.21f1, 2022.2.0b13
Could not test with: 2020.3.41f1 (Failed to create RenderTexture with None (0) format. The platform doesn't support that format, and it doesn't have a compatible format), 2023.1.0a17 (CommandInvokationFailure: Gradle build failed)
Reproducible with devices:
VLNQA00379, Oculus (Quest 2), Android 10, CPU: Snapdragon XR2, GPU: Adreno (TM) 650
VLNQA00325, Samsung Galaxy Note10 (SM-N970F), Android 12, CPU: NOT FOUND, GPU: Mali-G76
VLNQA00318, Oneplus OnePlus 7 Pro (GM1913), Android 11, CPU: Snapdragon 855 SM8150, GPU: Adreno (TM) 640
VLNQA00231, Samsung Galaxy A5(2017) (SM-A520F), Android 8.0.0, CPU: Exynos 7 Octa 7880, GPU: Mali-T830
VLNQA00231, Huawei HUAWEI Mate 20 Pro (LYA-L29), Android 9, CPU: HiSilicon Kirin 980, GPU: Mali-G76
Could not test with devices:
VLNQA00332, Samsung Galaxy XCover4 (SM-G390F), Android 9, CPU: Exynos 7 Quad 7570, GPU: Mali-T720
Reproduced on: Windows 10 Enterprise 21H2
Notes:
- The issue does not reproduce on the PC Standalone Player
- The issue does not reproduce on the non-VR Android devices with “Vulkan” Graphics API
- The user states that the same issue reproduces on the Oculus Quest with “OpenGLES3” Graphics API, but could not be tested on the CQA team’s end due to the cube becoming red
- Build And Run on non-VR Android devices with “OpenGLES3” returns the actual result