Temporal anti aliasing and URP renders black image in VR

Hello,
I’m trying to do TAA using URP. It works in editor mode, but in VR I get black image.

 public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
        {
            var camera = renderingData.cameraData.camera;
            TAAData TaaData;
            if (!m_TAADatas.TryGetValue(camera, out TaaData))
            {
                TaaData = new TAAData();
                m_TAADatas.Add(camera, TaaData);
            }
            var stack = VolumeManager.instance.stack;
            var TaaComonent = stack.GetComponent<TemporalAntiAliasing>();
            if (TaaComonent.IsActive() && !renderingData.cameraData.isSceneViewCamera)
            {
                UpdateTAAData(renderingData, TaaData, TaaComonent);
                m_cameraSettingPass.Setup(TaaData);
                renderer.EnqueuePass(m_cameraSettingPass);
                m_TAAPass.Setup(TaaData, TaaComonent);
                renderer.EnqueuePass(m_TAAPass);
            }
            else if (!TaaComonent.IsActive())
            {
                m_TAAPass.Clear();
            }
           
        }
  void DoTemporalAntiAliasing(CameraData cameraData, CommandBuffer cmd)
        {
            var camera = cameraData.camera;
            // Never draw in Preview
            // so we have two history buffers, jitter the camera, apply Antialiasing on them -- Ahmed
            if (camera.cameraType == CameraType.Preview)
                return;
            if (camera.stereoActiveEye == Camera.MonoOrStereoscopicEye.Right)
                xrActiveEye = (int)Camera.StereoscopicEye.Right;
            var colorTextureIdentifier = new RenderTargetIdentifier("_CameraColorTexture");
            var descriptor = new RenderTextureDescriptor(camera.scaledPixelWidth, camera.scaledPixelHeight, RenderTextureFormat.DefaultHDR, 16);
            int pp = m_HistoryPingPong[xrActiveEye];
            var historyRead =  EnsureRenderTarget(++pp % 2, camera, descriptor.width, descriptor.height, descriptor.colorFormat, FilterMode.Bilinear);
            var historyWrite = EnsureRenderTarget(++pp % 2, camera, descriptor.width, descriptor.height, descriptor.colorFormat, FilterMode.Bilinear);
            m_HistoryPingPong[xrActiveEye] = ++pp % 2;
            Matrix4x4 inv_p_jitterd = Matrix4x4.Inverse(m_TaaData.projOverride);
            Matrix4x4 inv_v_jitterd = Matrix4x4.Inverse(camera.worldToCameraMatrix);
            Matrix4x4 previous_vp = m_TaaData.porjPreview * m_TaaData.viewPreview;
            m_Material.SetMatrix(ShaderConstants._TAA_CurInvView, inv_v_jitterd);
            m_Material.SetMatrix(ShaderConstants._TAA_CurInvProj, inv_p_jitterd);
            m_Material.SetMatrix(ShaderConstants._TAA_PrevViewProjM, previous_vp);
            m_Material.SetVector(ShaderConstants._TAA_Params, new Vector3(m_TaaData.sampleOffset.x, m_TaaData.sampleOffset.y, m_taa.feedback.value));
            m_Material.SetTexture(ShaderConstants._TAA_pre_texture, historyRead);
            CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.HighTAAQuality, m_taa.quality.value == MotionBlurQuality.High);
            CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MiddleTAAQuality, m_taa.quality.value == MotionBlurQuality.Medium);
            CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.LOWTAAQuality, m_taa.quality.value == MotionBlurQuality.Low);
            cmd.Blit(colorTextureIdentifier, historyWrite, m_Material);
            cmd.Blit(historyWrite, colorTextureIdentifier);
            m_ResetHistory = false;
        }

Hi @ahmedandre , I got the same issue - were you eventually able to make it work properly?