Shader "UltimateXR/FX/Stereo Magnifying Glass (URP)" { Properties { _Color ("Albedo", Color) = (1,1,1,1) _RenderTexLeft ("RenderTextureLeft", 2D) = "white" {} _RenderTexRight("RenderTextureRight", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 200 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : POSITION; float2 uv : TEXCOORD0; float4 screenPos : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; half4 _Color; sampler2D _RenderTexLeft; sampler2D _RenderTexRight; v2f vert (appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; o.screenPos = ComputeScreenPos(o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); half2 uv = i.screenPos.xy / i.screenPos.w; if (unity_StereoEyeIndex == 0) { return _Color * tex2D(_RenderTexLeft, uv); } return _Color * tex2D(_RenderTexRight, uv); } ENDCG } } }