Thread on github: Weird image glitch with Universal Rendering Pipeline · Issue #1065 · googlevr/gvr-unity-sdk · GitHub
Using:
Google VR package
VFX Graph
Unity 2019.3
There is a weird glitch that distorts the image of the app when it’s built with the Universal Rendering Pipeline.
So if you look at the images below.
There are a lot of artefacts when building to android using both Vulkan and OpenGLES3 if I use Single-pass rendering mode for VR.
I have tried Building only Vulkan or only OpenGLES3 they both result in artefact with Single-pass.
Multi-pass with OpenGLES3. (OpenGLES3 doesn’t seem to work with VFX graph on android, I have tried a build without VR and it will still cause Artefacts)

The correct scene view: The fix for the artefacts is to use Multi-pass with Vulkan, but then it would no longer be stereoscopic VR

But if I using single-pass it wouldn’t let me use Vulkan Graphics API for VR.

So I am in a catch 22 situation. Please, can any provide a suitable solution that will allow me to render in stereoscopic view and in Vulkan?
Note that I could build on iOS fine using Unity 2019 with LWRP but then I wouldn’t be able to use Volume post-processing

