This is a workaround for a bug where self-made shaders are not drawn only on the right eye when SPI is enabled in VR. This is a countermeasure for a bug where self-made shaders are not drawn only on the right eye when SPI is enabled in VR.

Specific solution

Apply the following macro to the structure of the hand-drawn shader (HLSL) and the beginning of the vertex shader.

struct Attributes
{
    float4 positionOS   : POSITION;
    UNITY_VERTEX_INPUT_INSTANCE_ID // ➔ Add this! 
};

Varyings vert(Attributes input)
{
 Varyings output = (Varyings)0;
 UNITY_SETUP_INSTANCE_ID(input); // ➔ Add this! 
 // ...coordinate transformation...
 return output;
}