I have a Unity
project using MRTK
.
After I changed the MRTK/Standard
shader with the following shader, it only renders the object to the left eye.
How can I render the object to both eyes?
Shader "HoloUS/BrightnessContrast"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_Width("Width", Float) = 1
_Center("Center", Float) = 0.5
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct VInp
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct VOut
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Center;
float _Width;
VOut vert(VInp inp)
{
VOut o;
o.vertex = UnityObjectToClipPos(inp.vertex);
o.uv = TRANSFORM_TEX(inp.uv, _MainTex);
return o;
}
fixed4 frag(VOut inp) : SV_Target
{
float min = _Center - _Width / 2;
return tex2D(_MainTex, inp.uv) * _Width + min;
}
ENDCG
}
}
}
If you are using single pass vr, there are few changes in shader declaration, in order to recognise stereo texture input in single pass.
//add this in struct appdata
UNITY_VERTEX_INPUT_INSTANCE_ID
//add this in struct v2f
UNITY_VERTEX_OUTPUT_STEREO
//replace sampler2D
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
//add these inside v2f vert()
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
Additional link: Single Pass Instanced rendering