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Multiple Render Targets + VR Single Pass Stereo issue?

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Does this combination show any known issue?

After setting destination buffers and doing a blit inside OnRenderImage seems to affect camera matrices somehow (or maybe it's something else?)
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Code (CSharp):
  1. Graphics.SetRenderTarget(mrt, reducedDestination.depthBuffer);
  2. Graphics.Blit(null, material, pass);
Works fine in non VR setting.

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