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Question by bleed_123 · Apr 25, 2019 at 12:23 PM · shaderrenderingpipeline

StereoRenderShader not work on lwrp, How to fix it?

I want to use HTC StereoRenderShader in lwrp, but it can't work properly. How can I modify it? Please Help,Thanks!

 Shader "Custom/StereoRenderShader"
 {
     Properties
     {
         _LeftEyeTexture("Left Eye Texture", 2D) = "white" {}
         _RightEyeTexture("Right Eye Texture", 2D) = "white" {}
     }
 
     CGINCLUDE
     #include "UnityCG.cginc"
     #include "UnityInstancing.cginc"
     ENDCG
 
     SubShader
     {
         Tags{ "RenderType" = "Opaque" }
 
         //Cull OFF
 
         CGPROGRAM
         #pragma surface surf Standard 
 
         #pragma multi_compile __ STEREO_RENDER
         #pragma target 3.0
 
         sampler2D _LeftEyeTexture;
         sampler2D _RightEyeTexture;
 
         struct Input
         {
             float2 uv_MainTex;
             float4 screenPos;
         };
 
         void surf(Input IN, inout SurfaceOutputStandard o)
         {
             float2 screenUV = IN.screenPos.xy / IN.screenPos.w;
 
 #if UNITY_SINGLE_PASS_STEREO
             float4 scaleOffset = unity_StereoScaleOffset[unity_StereoEyeIndex];
             screenUV = (screenUV - scaleOffset.zw) / scaleOffset.xy;
 #endif
             if (unity_StereoEyeIndex == 0)
             {
                 fixed4 color = tex2D(_LeftEyeTexture, screenUV);
                 o.Albedo = color.xyz;
             }
             else
             {
                 fixed4 color = tex2D(_RightEyeTexture, screenUV);
                 o.Albedo = color.xyz;
             }
         }
 
         ENDCG
     }
 
     Fallback "Diffuse"
 }




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