Shader "ZED/ZED_Unlit" { Properties { _MainTexLeft("Texture", 2D) = "white" {} _MainTexRight("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 uvLeft : TEXCOORD0; float2 uvRight : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float2 uvLeft : TEXCOORD0; float2 uvRight : TEXCOORD1; float4 vertex : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTexLeft; float4 _MainTexLeft_ST; sampler2D _MainTexRight; float4 _MainTexRight_ST; v2f vert(appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); o.uvLeft = TRANSFORM_TEX(v.uvLeft, _MainTexLeft); o.uvRight = TRANSFORM_TEX(v.uvRight, _MainTexRight); return o; } fixed4 frag(v2f i) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); if (unity_StereoEyeIndex == 0) { return tex2D(_MainTexLeft, i.uvLeft); } else return tex2D(_MainTexRight, i.uvRight); } ENDCG } } }