Blit Render Texture not working on Oculus Quest

Hello Everyone,

I’m trying to create a shader to “paint” on a texture and for this I use:

    private void UpdateDrawing(Vector2 position)
    {
        RenderTexture temp = RenderTexture.GetTemporary(paperRenderTexture.width, paperRenderTexture.height, 24);
        Graphics.SetRenderTarget(temp.colorBuffer, paperRenderTexture.depthBuffer);
        Graphics.Blit(paperRenderTexture, temp);
        Graphics.Blit(temp, paperRenderTexture, paperMat);

        RenderTexture.ReleaseTemporary(temp);
    }
}

This works perfectly on exe but not for Android (Oculus Quest). I guess this has to do with the depth buffer used by the Blit, but Graphics.SetRenderTarget did not help at all.
The only thing that I did to make it work on the Quest was to add ZTest Always to my shader but this is not the desired behaviour…
Do you have a solution for me?

Any news on this?