Different content by eye in shader: unity_CameraProjection[0][2] < 0 no longer working?

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!

Would also like to know this!

For anyone else who comes across this:

unity_StereoEyeIndex is 0 for left, 1 for right

https://unity3d.com/unity/beta/unity5.4.0b23