Post image effect with Single-Pass Stereo Rendering on GearVR (682029)

Hi all,
I’m trying to use posto processing with Single-Pass Stereo Rendering on GearVR and DayDream.
Now using Windows 10 + Unity 2017.2. My mobile device is a Samsung S6.

My post effect consists of two steps:

  • RenderWithShader renders the scene with my very-simple shader that draws everything is visible with White color
  • Blit operations to perform more complex operations.

Now I’m trying to make work the RenderWithShader operation. First of all: is it allowed to use RenderWithShader with single pass stereo rendering, or is there any issue related to its usage? Here it’s the script code I use:

RenderTexture tempRT1 = new RenderTexture( width, height, depth, format );

[...]

MyCamera.targetTexture = tempRT1;
MyCamera.RenderWithShader( drawSimpleShader, "" );
Graphics.Blit( tempRT1, destination );

I added to my shader all the additional instruction described in Unity - Manual: Single-pass stereo rendering for Android . Here it is the code (anything wrong?):

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "ShaderTest/DrawSimple SPSR"
{
    Properties {
        _MainTex ("Base (RGB)", 2D) = "" {}
    }

    CGINCLUDE
   
    #include "UnityCG.cginc"

    // FOR SINGLE PASS STEREO RENDERING
    //sampler2D _MainTex;
    UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
    half4 _MainTex_ST;

    struct appdata
    {
        float4 vertex : POSITION;
        float2 uv : TEXCOORD0;
    };

    struct v2f {
        float2 uv : TEXCOORD0;
        float4 vertex : SV_POSITION;
        UNITY_VERTEX_OUTPUT_STEREO
    };
   
   
   
    v2f vert( appdata v )
    {
        v2f o;
        // FOR SINGLE PASS STEREO RENDERING
        UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

        o.vertex = UnityObjectToClipPos(v.vertex);
        o.uv = TRANSFORM_TEX(v.uv, _MainTex); // v.texcoord.xy;
        return o;
    }
   
    fixed4 frag(v2f i) : SV_Target
    {
        //        return 1-tex2D(_MainTex, i.uv);

        // FOR SINGLE PASS STEREO RENDERING
        UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);

        half4 col = tex2D(_MainTex, i.uv);
        half val = col.r + col.g + col.b;
        return (val > 0) ? 1 : 0;
    }

    ENDCG

    Subshader
    {
        Pass
        {
              ZTest Always Cull Off ZWrite Off

              CGPROGRAM
              #pragma vertex vert
              #pragma fragment frag
              ENDCG
        }
    }

}

When I try to play it in my GearVR, I can see only a dark screen with a lighter blinking screen in the upper right corner of my FOV. I expect to see a full-white moving cube, but it is not visible at all.

Any project/graphics/camera/anything-else setting missing or wrong?
Please help.

Thanks

no help?