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Replace shaders + Single pass stereo + scene mesh using screen coords

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I have to do some offscreen render textures. These render textures are then used by scene objects later. Everything was fun until I looked to the HMD screen :)

For simplicity, I have built a refractive shader with shaderforge to test my generated RTs. Then, I made some modifications to sample _GrabTexture with correct uvs in SPSR.

This is the result (its looking correct in vr and editor):
Code (CSharp):
  1.  
  2. Shader "Shader Forge/refract stereo single pass test" {
  3.     Properties {
  4.         _Color...
Replace shaders + Single pass stereo + scene mesh using screen coords

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