Shader "Fog Volume/RT viewers/RT_FogVolume" { Properties{ [Toggle(RightEye)] _RightEye ("Right Eye?", Float) = 0 [hideininspector] _MainTex("Base", 2D) = "" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _ RightEye #include "UnityCG.cginc" #define red float4(1, 0,0,1) struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D RT_FogVolume; sampler2D RT_FogVolumeR; float4 RT_FogVolume_ST; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, RT_FogVolume); return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = 0; #ifdef RightEye col = tex2D(RT_FogVolumeR, i.uv)/**red*/; #else col = tex2D(RT_FogVolume, i.uv)/**red*/; #endif return col; } ENDCG } } }