Jump to content

shanks

Verified Members
  • Posts

    4
  • Joined

  • Last visited

Everything posted by shanks

  1. Hi @Cotta I have the same problem : unit_StereoEyeIndex is always 0 when I publish to the device,but effective on Unity Editor。 Below is my environment: Unity 2018.4.25 Wave SDK 3.1.94 Focus Plus This is my shader: Shader "Unlit/TestSinglepass" { Properties { _MainTex ("Texture", 2D) = "white" {} } 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; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert (appdata v) { v2f o; UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); fixed4 col = fixed4(0, 0, 0, 1); if (unity_StereoEyeIndex == 0) { col = fixed4(1, 0, 0, 1); // Left:red } else { col = fixed4(0, 1, 0, 1); // Right:green } return col; } ENDCG } } } Thanks for help. @Tony PH Lin @Corvus
  2. Hi @ArjenVeenhuizen I have the same problem : unit_StereoEyeIndex is always 0,Do you have any new discoveries or other solutions。
  3. @Tony PH Lin,@thealgo1234 Hello, is there any latest progress on this problem? I have the same problem
  4. Hello, is there any latest progress on this problem? I have the same problem
×
×
  • Create New...