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November 29, 2016

How to identify the different eyes in a shader? unity_CameraProjection[0][2] < 0 no longer works :(

Hey!

We've been using unity_CameraProjection[0][2] < 0 in our shader for good effect, but after the recent Oculus upgrade, this always returns a negative result.

Has anyone run into this, and or does anyone know how we can differentiate the eyes in a shader?

Thanks!