We started getting this error when we switched to OpenGLES3 from Vulcan. Google seems to point to single pass/double pass issues with the shader.
AndroidPlayer "Oculus_Quest Pro@ADB:230YC01DB200SQ:0" Assertion failed: OPENGL NATIVE PLUG-IN ERROR: GL_INVALID_OPERATION: Operation illegal in current state
You can easily reproduce this in the sample cesium projects if you run them on Quest. The errors only appear when a cesium tile is rendering on Android.
If we put that in the scene on something unrelated to cesium tiles it doesn’t throw the error. So we assume its a specific pass being used within that shader.