Unity 2019.4.16 LTS, URP 7.5.1
I have a transparent ShaderGraph shader which uses the Scene Color node to make a simple distorted transparency effect. Once I enable “Opaque Texture” in the URP settings, the shader works as expected in the editor (first pic) but when compiled to Oculus Quest (either model 1 or 2) it is totally invisible- plus all the UI is invisible, which is the same issue in this thread . Also, all the standard transparent shaders are invisible, in my case Lit, Simple Lit, Baked Lit- none of that shows up anymore.
About the UI, I only use the integrated one without any custom shader.
Once I untick Opaque Texture in the URP settings, everything is back to normal, UI and default shaders work again, but of course the shader using Scene Color node doesn’t look as it is meant to be (but it still works).
As far as I can remember, this bug was already here since 2019.3. I also tested 2020.1 and 2020.2, and the same identical thing happens. In case of 2020.2, enabling Opaque Texture totally killed the framerate and made UI look like a glitchy mess (second pic).
EDIT: turns out if I disable MSAA from the URP settings, UI and transparent shaders render fine, even those with Opaque Texture… Performance takes a huge hit though, even on Quest 2. I definitely need MSAA in my game so this doesn’t look like a solution.