"Depth Fade" material node does not work on Oculus Go with Open GL 3.1 active and Mobile HDR disabled.
Seems very similar to [Link Removed] however disabling Separate Translucency or calling r.Mobile.AlwaysResolveDepth 1 does not resolve it. (Oculus Go has Adreno 530)
Confirmed in 4.22 MAIN @ CL 4670176
Result: Depth Fade will not be applied to Material while running on Go
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-67885 in the post.