Hello Unity community, thank you for your time.
I’m working on a VR game demo to showcase glasses with different blur effects applied to specific masked areas for each eye (Left eye has a mask and right eye has a different one). So far, everything works as expected, but when I test it on my Oculus Quest Pro, the blur filter is applied to both eyes, which is not the intended result (left eye has left and right mask and right eye has left and right mask).
I’m using this blur shader from the Asset Store:
Link asset
Before posting the script I’m using, I’d like to ask if it’s okay to share the code, since I didn’t create the shader myself.
Does anyone have suggestions on how to apply different blur filters or mask areas for each eye in VR? I suspect it might be related to single-pass rendering, but I’m not sure how to fix it.
I have tried:
Single-pass rendering (this crashes, maybe becoussze the sahder is multy-pass)
Changing the filter for each eye with.
A Canvas in front of my camera and apply the blur effect directly to it.
Any advice would be greatly appreciated.
