When the screen percentage is at 100%, upscaler is not used, so your shader has to offset the output texture.
In PostProcessFFX_RCAS.usf, you have to do the same as PostProcessFFX_FSR.usf in this case
AU2 gxy = AU2(SvPosition.xy - VPColor_ViewportMin);
Other thing, in FSRSubpassEASU.cpp when you initialize bEASUEnabled you compare the viewport rect instead of size, it can lead in false positive.
When the screen percentage is at 100%, upscaler is not used, so your shader has to offset the output texture.
In PostProcessFFX_RCAS.usf, you have to do the same as PostProcessFFX_FSR.usf in this case
AU2 gxy = AU2(SvPosition.xy - VPColor_ViewportMin);
Other thing, in FSRSubpassEASU.cpp when you initialize bEASUEnabled you compare the viewport rect instead of size, it can lead in false positive.