Oculus Go Texture resolution degrades over time

My guess is you need to use Custom UVs to avoid this performance issue you’re seeing. I’ve had similar on Android before (I’m guessing if you test the material on pure Android build you will see the same).

Doc for custom UVs:

I’m not good enough at materials to know exactly what you need to change, but try to get the time node track into the custom UVs input (vertex shader) as it’s the cause for the performance limitation on Android (when used as a pixel shader)