I am working on a project using Unity 2019.3.0f6 using the URP. Our target platform is the Oculus Quest and as soon as I enable any postprocessing I get a blackscreen in the build on the device. Weirdly enough sometimes the postprocessing works on the device just to break a few builds later. I then also tried creating my own postprocessing effect using a custom blit render pass and experienced the same issue. Are there any known issues in that direction?
There are a few known issues with post-processing in URP version 7.1.8, which is the current version shipped with 2019.3. Version 7.2.0 of URP will be released shortly and fixes a number of those issues (our internal testing shows most effects that make sense in XR working well on Quest). You can try the 7.2.0 version of URP early by using the Github.com repo for the scriptable rendering pipeline.
Please feel free to post a bug as well, although, for most things reported against 7.1.8, we recommend trying on 7.2.0 first.