SRP Foveated Rendering on Quest broken with OpenXR+URP+HDR

Just hit a bug and I’m wondering if anyone else is hitting it or if it’s just me somehow. Here it is:

Issue:
SRP Foveated Rendering shows reduced resolution in the wrong areas of the screen when used with Quest Android OpenXR, URP, and HDR enabled.

Repro Steps:

  1. Open the VR Sample project from Unity (I’m using Unity 6.0LTS)
  2. Enable SRP Foveated Rendering per this page
  3. Enable HDR in the URP Pipeline settings
  4. Build for Android
  5. Deploy and Run the build on Quest
  6. Note that the entire top half of the screen is lower-res with the bottom half full-res.

Expected Results:
The center of each eye’s view should be full-res and the periphery should be lower-res, as is the result when HDR is disabled.

Here’s a screenshot displaying the issue. If you zoom in you should clearly see that the lower-res region is not the correct region.

Has anyone else hit this issue? I can see that Legacy Foveated Rendering works correctly but still want to aim for SRP Foveated Rendering and wanted to make sure this was an actual bug before reporting it. Thanks!

this is a bug on issuetracker already, or maybe you are the bug submitter?

I wanted to see if it was something I was doing wrong or if others were also experiencing this before reporting it. I think I’ll put in the report now though.