Steps to reproduce:
1. Open the attached user's project "MinMetaReproProject.zip"
2. Switch to Android Platform
3. Make sure either OpenXR or OculusXR is enabled in XR Plugin Management
4. Build to a Quest 3 device
5. Once the application loads observe the slight offset in each eye of the center yellow quad
Expected results: there's no offset in each eye and behavior is the same as on Quest 2
Actual result: there's a slight offset in each eye when grabbing a full-screen texture from the RenderPass and then displaying it on the quad on a Quest 3
Reproducible with: 2022.3.21f1, 2023.2.14f1, 2023.3.0b10
Could not test on 2021.3.36f1 due to scripting errors after downgrading
Reproducible with these devices:
VLNQA00609, Oculus Quest 3 (Quest 3), Android 12, CPU: Snapdragon XR2 Gen 2 (SM8550), GPU: Adreno (TM) 740
Not reproducible with these devices:
VLNQA00415 - Oculus Quest 2 (Quest 2), CPU: Snapdragon XR2, GPU: Adreno 650, OS: 12
Notes:
-Quest 3 software version is 62.0
-The shader is on a quad in the Scene, the render pass is saving the _destination to a global texture that is accessed by the quad's material shader. It's grabbing the full-screen texture from the render pass and then displaying it on the quad
-Issue reproducible with Multi-view, Multi-pass and Single Pass Instanced
-Reproducible with OculusXR and OpenXR plugins
-Reproducible with both OpenGLES3 and Vulkan
-Forum post by the user: https://forum.unity.com/threads/issues-on-quest-3-only-when-doing-multiview-renderpass.1543385/#post-9627899