VR raymarching shader

Hi , i need someone to point out what i need to change to this simple raymarch shader in order to work for VR(multipass). I know it has to do with the positions and view matrices of each eye. I really tried to solve it but it just doesnt work. I found a sample of raymarching that works at VR as well(GitHub - hecomi/uRaymarching: Raymarching Shader Generator in Unity), but i just cant understand which paths the shader takes since there are so many include files with different paths. I tried even with renderdoc to watch step by step.
So please anyone who has some idea about it. Here is a simple shader that draws a sphere.

Shader "Hidden/TestVR"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
       
    }
    SubShader
    {
        // No culling or depth
        Cull Off ZWrite Off ZTest Always

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag


            #include "UnityCG.cginc"

          

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

            struct v2f {
                float4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;
                float3 viewVector : TEXCOORD1;
               


            };

            v2f vert(appdata v) {
                v2f output;
                UNITY_INITIALIZE_OUTPUT(v2f, output);
               
                output.pos = UnityObjectToClipPos(v.vertex);
                output.uv = v.uv;
                // Camera space matches OpenGL convention where cam forward is -z. In unity forward is positive z.
                // (https://docs.unity3d.com/ScriptReference/Camera-cameraToWorldMatrix.html)
                float3 viewVector = mul(unity_CameraInvProjection, float4(v.uv * 2 - 1, 0, -1));
                output.viewVector = mul(unity_CameraToWorld, float4(viewVector, 0));
               
                return output;
            }
            sampler2D _MainTex;
            uniform sampler2D _CameraDepthTexture;
       
            float sdSphere(float3 p, float s)
            {
                return length(p) - s;
            }
            float distanceField(float3 p)
            {
                float Sphere1 = sdSphere(p - (float3(-60, -10, 0)), 2.0);
                return Sphere1;
            }

            fixed4 raymarching(float3 ro, float3 rd, float depth)
            {
               
                fixed4 result = fixed4(1, 1, 1, 1);
                const int max_iteration = 128;
                float t = 0;

                for (int i = 0; i < max_iteration; i++)
                {
                    if (t > 100.0 || t >= depth)
                    {
                        return fixed4(1, 1, 1, 1);
                       
                    }
                    float3 p = ro + rd * t;
                    float d = distanceField(p);
                    if (d < 0.01)
                        return fixed4(1, 0, 0, 0);
                    t += d;
                }
                return result;
            }

           
           
            fixed4 frag(v2f i) : SV_Target
            {
               
               
                float3 rayPos = _WorldSpaceCameraPos;
                float viewLength = length(i.viewVector);
                float3 rayDir = i.viewVector / viewLength;
               

                // Depth and cloud container intersection info:
                float nonlin_depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv);
                float depth = LinearEyeDepth(nonlin_depth) * viewLength;
                fixed4 col = tex2D(_MainTex, i.uv);

                fixed4 result = raymarching(rayPos, rayDir,depth);
               
                fixed4 color = col * (result.w) + fixed4(result.xyz, 1.0) * (1.0 - result.w);
                return  color;
               
               
               
               
            }
            ENDCG
        }
    }
}

Right now i see 2 spheres which also seem to move when i move the headset

Can someone help?