Screen position UVs in Multiview

I’m relying on the custom depth/stencil mask feature for several material effects in my game but I don’t seem to be able to get the correct mask for the right eye on Quest using Multiview. It seems that the SceneTexture node default UVs are wrong for the right eye and it’s returning the same color as for the default left eye.

Any idea if there is any way of getting the correct buffer UVs for the right eye in Multiview? Last resort would be to disable Multiview but I’d rather not to.

I tried the proposed fix from here but it does not seem to work anymore.

Thanks

I should have mentioned that I was using 5.2.1 and I see that it’s not supported in that version but it should be working in newer versions. Just in case someone lands here with the same question.