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;
}