Magnifying Glass using Shader is possible?

Hello,
This is possible?

Magnifying Glass using Shader?

If possible: it could show some example. the magnified image using shader is with good quality? with large distances?

Thank you

1252355--54306--$Magnifying_glass.jpg

Not over large distances. You’d only be able to enlarge pixels that are already on the screen (so it’d be blurry at heavy magnification).

Otherwise you would need a second camera rendering to a render texture and use that.

Ok, I know this post is very old but it’s relevant to me in the present day. I don’t know if I care much for the blurriness. My problem is that I’m not magnifying an area of my canvas, instead I have created a viewport to scalable instance (GrabTexture) of the canvas (scaled from center of screen).
My logic tells me I would need to attach my GrabTexture pivot coordinates to my vextex center(the center of the object with the material/shader assigned). Am I right? How do I solve this issue?

4444015--406942--example.PNG