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UnStereo
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Shader "3/Unstereo" | |
{ | |
Properties | |
{ | |
[Enum(Left, 0, Right, 1)] _Eye ("Which Eye do you want to render", Float) = 0 | |
} | |
SubShader | |
{ | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma target 5.0 | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
UNITY_VERTEX_INPUT_INSTANCE_ID | |
}; | |
struct v2f | |
{ | |
float4 vertex : SV_POSITION; | |
UNITY_VERTEX_OUTPUT_STEREO | |
}; | |
uniform int _Eye; | |
v2f vert(appdata v) | |
{ | |
v2f o; | |
UNITY_SETUP_INSTANCE_ID(v); | |
UNITY_INITIALIZE_OUTPUT(v2f, o); | |
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); | |
if (UNITY_MATRIX_P._13 == 0) | |
{ | |
o.vertex = asfloat(-1); | |
} | |
else | |
{ | |
o.vertex = float4(float2(1, -1) * (v.uv * 2 - 1), 1, 1); //stretch across screen | |
if (_Eye == 0 && UNITY_MATRIX_P._13 < 0) //Left | |
{ | |
o.vertex = asfloat(-1); | |
} | |
if (_Eye == 1 && UNITY_MATRIX_P._13 > 0) //Right | |
{ | |
o.vertex = asfloat(-1); | |
} | |
} | |
return o; | |
} | |
float4 frag(v2f i) : SV_Target | |
{ | |
return float4(0, 0, 0, 1); | |
} | |
ENDCG | |
} | |
} | |
} |
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