This problem occurs when the VRC Camera is launched in an environment where a depth texture has not been issued.
In order to use a depth texture in a shader, it must be forcibly issued by a directional light.
For this reason, depending on the world, the depth texture may not be issued.
To maintain the appearance of the shader's rendering, the display should be switched between the presence and absence of a depth texture, but the depth texture issued by the VRC Camera gets in the way.
The VRC Camera calls the depth texture required for certain effects, and it is called even in worlds where a depth texture has not been issued.
Plus, the biggest problem is that it shows the depth data from the VRC Camera.
A shader that issues a depth texture issued by the VRC Camera will produce unintended rendering results, which can sometimes be unpleasant.
Therefore, it is either necessary to prevent the shader from receiving the depth texture issued by the VRC Camera, or to provide another depth texture that the shader can use.