Hey guys, so I've got a mirror effect that works for the Oculus Go, but enabling Head Tracking on the Quest will cause double images/offset. From what I've read it could be because of the introduction of Asymmetric Fov. Code (CSharp): v2f vert(float4 pos : POSITION, float2 uv : TEXCOORD0) { v2f o; o.pos = UnityObjectToClipPos (pos); o.uv = TRANSFORM_TEX(uv, _MainTex); o.screenPos = ComputeNonStereoScreenPos(o.pos); //ComputeScreenPos return o; } fixed4 frag(v2f i) : SV_Target { float2 uvRefl = i.screenPos.xy / i.screenPos.w; fixed4 refl = tex2D(_ReflectionTex, uvRefl) * _ReflectionStrength; // Combine main color and reflection fixed4 col = saturate(_Color + refl); return col; } Does anyone have a working mirror shader?