Steps to reproduce:
1. Open the attached user's project "VRSProblemMinimumRepro.zip"
2. Open the "Assets/Scenes/EyeTracking.unity" Scene
3. Connect a Quest 2/3/3S and enable Meta Link
4. Enter Play Mode
5. Focus the Game View in the Editor and press the space key (it enables and disables debug view showing contents of shading rate image)
Actual results: both left and right eyes show the quality split, different shading rates on left
and right side of the eye (see attached actual.png)
Expected result: left side of the eye is only 4x4 shading rate and right side of the eye is 1x1 (see attached expected.png)
Reproducible with: 6000.3.10f1, 6000.4.0b11, 6000.5.0a8
Could not test on 6000.0.70f1 due to VRS pass related exceptions being outputted after downgrading
Environment tested: Windows 11 25H2
Notes:
-Issue is reproducible in built Windows Standalone Player as well
-Custom pass (VRSPass.cs) is called once per frame (per camera). It sets shading rate image (SRI) by calling CustomPassContext.CommandBuffer.SetShadingRateImage. For the SRI, code sets an image where left side of the image has 4x4 shading rate and 1x1 on the right side.
-The problem is that this same SRI is used for both left and right displays in the headset. So both left and right displays show the quality split (different shading rates on left
and right side of the display).