Shader "Unlit/Multiview Stereo" { Properties { _MainTex ("Texture", 2D) = "white" {} _SrcRectLeft("SrcRectLeft", Vector) = (0,0,1,1) _SrcRectRight("SrcRectRight", Vector) = (0,0,1,1) } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; float2 pos : TEXCOORD1; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _SrcRectLeft; float4 _SrcRectRight; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); float4 srcRect = lerp(_SrcRectLeft, _SrcRectRight, unity_StereoEyeIndex); o.pos = TRANSFORM_TEX(v.uv, _MainTex); o.uv = (o.pos * srcRect.zw) + srcRect.xy; return o; } fixed4 frag (v2f i) : SV_Target { if (i.pos.x < 0.0 || i.pos.y < 0.0 || i.pos.x > 1.0 || i.pos.y > 1.0) { return float4(0,0,0,0); } // sample the texture fixed4 col = tex2D(_MainTex, i.uv); return col; } ENDCG } } Fallback "Unlit/Texture" }