Issue: Current new camera will break specific types of depth based shader effects.
Elaboration: The issue may be hard to spot in game but it can be seen with certain types of depth effects. It's very easy to see the issue in the photos taken by the camera. The best I can explain with limited knowledge, the camera seems to be drawing the depth used for determining autofocus onto the camera image itself. You can see depth effects rendered for the players viewpoint, being overlaid onto the camera's image, sometimes this isn't noticeable in game and only can be easily seen in the image, however, in some worlds it's extremely noticeable and you can literally see the depth projection for both eyes split on the Camera's screen overlaid onto the image. This issue causes some to think their shaders, or world content is broken.
Who does it affect?: VR Users with the new camera, but it also affects desktop users who use VRCLens or similar prefabs, however the workaround doesn't work for them.
Possible workaround: While testing, it was noticed that toggling autofocus off and on again will fix the issue temporarily until you change worlds.
Example: attached is an image taken from VRCLens showing the issue on desktop. for VR Users they would see the depth effects from each eye overlaid instead. The outlines over everything are a depth effect and are from the perspective of the players viewpoint, whereas you can also see the depth effect being correctly drawn onto the avatar from the perspective of the camera lens. This has been reported by a few people in discord in various worlds, but is very easily to spot in my world ADRIFT due to the style of depth effects I'm using.
Follow up testing after posted: There are some things that seem to fix various aspects of this issue.
1: disabling Post Processing DoF. Some worlds use a disabled DoF to enable the depth buffer instead of a realtime point. Worlds that use PP DoF will cause the double image issue to present for VR users. This does not fix it however for Desktop users with VRCLens.
2: Drastically lowering the render queue for Depth effects seems to also fix it for desktop users, however, this may not be ideal or possible depending on the effect.
It seems there are some odd behavior relating to Autofocus, PP DoF, and higher render queues with the new camera setup. None of these issues were present pre-beta.
This issue did not exist pre beta. I'm not sure if this has been reported, I noticed it in beta but erroneously thought someone had made a canny for it as it had been discussed a few times, but I checked today and couldn't find anything. Please merge if it exists and is being tracked.

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