Shader "PXR_SDK/PXR_EyeMask" { Properties { _MeshOffsetX("MeshOffsetX", Float) = 1 _Color("MaskColor", Color) = (0, 0, 0, 1) } SubShader { Tags { "RenderType" = "Opaque" "Queue" = "Background"} LOD 100 Pass { ZWrite On Cull Off ZTest Always CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; }; struct v2f { float4 vertex : POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; v2f vert(appdata v) { v2f o; o.vertex = v.vertex; return o; } fixed4 frag(v2f i) : SV_Target { return fixed4(_Color); } ENDCG } Pass { ZWrite On Cull Off ZTest Always CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; }; struct v2f { float4 vertex : POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float _MeshOffsetX; fixed4 _Color; v2f vert(appdata v) { v2f o; o.vertex = float4(v.vertex.x - (unity_StereoEyeIndex * 2.0f - 1) * _MeshOffsetX, v.vertex.yz, -1); return o; } fixed4 frag(v2f i) : SV_Target { return fixed4(_Color); } ENDCG } } }