Strange vignette banding in Quest VR

Unfortunately, this issue still persists for me. I think all that is left is to explore is the alternative to Vulcan rendering (OpenGL ES3.1 I believe?), which I haven’t tried yet; just been living with it (it helps that I’m not testing on a full white level now which makes the problem more visible. If you find anything that fixes it you would be my hero for sharing it.