Oculus Quest + GrabPass + Single Pass Stereo + Built-in Standard Render Pipeline

Is anyone successfully using GrabPass on the Oculus Quest in Single Pass Stereo using the built-in standard render pipeline in Unity?

When I render an object with a glass material (which relies on a GrabPass) in Unity 2019.4.5f1 on the Oculus Quest, it looks as expected with Stereo Rendering Mode set to ‘Multi Pass’ but with ‘Single Pass’ the right eye stops rendering and starts to flicker between two previously rendered frames, and the left eye keeps rendering but the glass object is just a basic grey white color.

Same question here. Have you found a solution? Thanks!

No solution found. I think it would be too slow on the Quest anyway. I’ve removed all materials that required GrabPass.