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Question Apply Stereo Rendering to Camera Render Texture in VR and URP

Discussion in 'Shader Graph' started by RedGirafeGames, Jul 23, 2021.

  1. RedGirafeGames


    Sep 30, 2016

    I'm trying to achieve a portal effect in VR using Camera Render Texture and URP.

    It's almost working, but the Render Texture when viewed in the Headset is blurry, I guess it's because the Single Pass Stereo Rendering is not applied to the screen position and left and right eyes are not rendered as it should.

    I found a reddit thread explaining how to apply in shader graph the code from the Unity documentation on stereo rendering.

    But as soon as I do it, the render texture is just plain white.

    Here is the custom function that should do the job :
    Code (CSharp):
    1. void PixelShaderFunction_float(float2 uv, out float2 vruv)
    2. {
    4. float4 scaleOffset = unity_StereoScaleOffset[unity_StereoEyeIndex];
    6. vruv.xy = uv.xy * (scaleOffset.xy +;
    8. }
    The sub graph using it :

    The Shader displaying the Render Texture by using the subgraph instead of the classic Screen Position :

    Would you have an idea on why it fails?