Anyone using Lightweight Render Pipeline or Universal Render Pipeline for Quest development? If so, what version of Unity and Oculus Integration are you using?
We were just having that discussion on Discord today. Looks like one person has LWRP working in Unity 2018.4.5f1. Another has tried in 2019.1 and 2019.2 without success.
I'm using it with 2019.2 but wouldn't recommend it. Had to jump through a lot of hoops to get it working, and every new feature I add seems to run into issues.
Fixed foveated rendering requires a hack to work. You can't read from the "opaque texture" in shaders, so effects like glass/water refraction won't work. But you can get good looking stuff running at 72fps on Quest.
I am making a custom SRP optimized for use on Quest, as opposed to using Unity's pre-built ones, and had that right eye is black issue too. I think it's a bug from blitting with "BuildinRenderTextureType.CameraTarget" where it only seems to target the left eye. Getting rid of rendering to a texture and blitting it fixes the issue (and will also make FFR work since it is broken with intermediate textures atm too).