Shader "XR/PortalShader" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Texture", 2D) = "white" {} _TexL("LeftEyeTexture", 2D) = "white" {} _TexR("RightEyeTexture", 2D) = "white" {} } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Transparent" } Pass { Name "Mask" CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert #pragma fragment frag #pragma target 3.0 sampler2D _MainTex; float4 _MainTex_ST; float4 _Color; sampler2D _TexL; sampler2D _TexR; struct appdata { float4 vertex : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 position : SV_POSITION; float4 screenPosition : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; v2f vert(appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.position = UnityObjectToClipPos(v.vertex); o.screenPosition = ComputeScreenPos(o.position); return o; } half4 frag(v2f i) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); float2 textureCoordinate = i.screenPosition.xy / i.screenPosition.w; return unity_StereoEyeIndex == 0 ? tex2D(_TexL, textureCoordinate) : tex2D(_TexR, textureCoordinate); } ENDCG } } }