A shader that works fine on Gear VR (Unity 2017.4.f1, Galaxy S7) causes stereo to break on Go when single pass stereo is on. Left eye renders and right freezes. This is maybe a Unity issue but it affects Go.
Took me a while to track down the cause after testing a mobile VR Unity app for the first time in Go, as it was deep inside a complex model. Maybe I can save someone else some time if they run into it. I got around it by using a mobile-specific shader.
I edited the above post to make the issue clearer.
Odd that the shader works OK on GVR but not Go. I'm sure there's a good explanation which I totally wouldn't understand. Can point Oculus to the author if required (it's part of a package).