I'm trying to make a basic depth shader for VR using LWRP, which means I'm required to use single pass stereo. I'm aware that this means my depth texture is twice the width of each eye. I can't seem to find a way to correctly sample this depth texture so that it would appear the same in stereo as it would in mono. Each eye has the same screen coordinates, and so the double-wide depth texture looks like this. I would like to ultimately have the left eye go from 0 to 0.5 and the right to go from 0.5 to 1, which would accurately sample the depth texture. But all of the screen position nodes seem to give the same coordinates for both eyes. Is this currently possible in shader graph? Or should I find a workaround? Thanks!