VR rendertexture and screenpos shader for portal effect

Hey,

i am trying to implement a portal effect in vr with a rendertexture and a screenpos shader. The screenpos that is calculated seems to be off somehow. The attached image shows the issue quite well.

My setup: Main camera rendering to both eyes. Separate Camera follows the main camera and renders both eyes into a separate render texture.

RenderTextureDescriptor d = UnityEngine.XR.XRSettings.eyeTextureDesc;     
t = new RenderTexture(d);
targetMaterial.SetTexture("_MainTex", t);


GetComponent<Camera>().targetTexture = t;
GetComponent<Camera>().fieldOfView = Camera.main.fieldOfView;
GetComponent<Camera>().aspect = Camera.main.aspect;

Shader code:

v2f vert (appdata v)
{
    v2f o;
    o.vertex = UnityObjectToClipPos(v.vertex);
     o.scrPos = ComputeScreenPos(o.vertex);
     return o;
 }

fixed4 frag (v2f i) : SV_Target
{
    float2 uv2 = (i.scrPos.xy / i.scrPos.w);
    uv2.y = 1 - uv2.y;
    fixed4 col = tex2D(_MainTex, uv2);
    return col;
}

I am using Multi-Pass VR rendering by the way. The render texture used by a sphere that is rendered with the shader directly in front of the main camera. I tested this setup without VR and it works fine.

Thank you, greetings

Florian

Did you manage to figure this one out in the end? I’m struggling to set up the same thing