URP Render bug on some Android device - screen is patterned

I research biRP and URP to decide, what should we use for company’s future projects. We create apps for mobile devices only.
So I found that some URP settings doesn’t work on some android devices.
For example, settings on camera: PostProcessing and any anti-aliasing.
Settings on URP asset: Render scale. (Strange fact - antialiasing is work).
And the biggest problem - stacked cameras (base+overlay). Base camera worked, but when I add overlay camera - no work.

Device for testing: Wileyfox Swift 1st. It is old and weak and beautiful for test.

How does it looks: as screen, divided on many little screens, like pattern.


How it is supposed to be (with 2 cameras)
9771288--1400265--upload_2024-4-15_14-46-59.png
3d model - default layer, buttons on corners - UI layers, fps meter and “>” button - canvas.

The biggest disappointment: on many forum discussions (biRP vs URP) people say: “URP is the best”, “URP is created for working on many devices, for mobile of course too”, “Choose URP”.
And I am here - URP app doesn’t work on my old Android. So I can’t be sure URP will work on most devices.
We use biRP for our 2D apps, and doesnt met such problems for years.

I found some forums with same problem. No one has answer how to fix it.

https://forum.unity.com/threads/rendering-issue-on-some-android-devices-screen-is-split-and-duplicated.1462268/

I tried different settings, but can’t understand WHAT can be root of problem.

Which unity version is used?
Do you use vulkan or OpenGLES? (if vulkan, do you use graphics jobs)
Can you share URP asset settings and renderer settings?

Unity 2023.1.8f1
OpenGLES3. I tried set Vulkan, but my test device doesn’t support it, so I can’t really choose Vulkan. 9777795--1401834--upload_2024-4-18_11-16-25.png

URP asset is default created asset

And Renderer settings is one of that? Sorry, dont sure.9777795--1401843--upload_2024-4-18_11-21-23.png

That version is old, use 2023.3/unity 6 now and see if that helps.
Maybe try disabling post processing?
And if it happens in unity 6, file a bug report