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):
Replace shaders + Single pass stereo + scene mesh using screen coords
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):
- Properties {
- _Color...