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Wow, NICE! Trying it now.
https://github.com/AADProductions/VR-Mirrors
In his shader (https://github.com/AADProductions/VR-Mirrors/blob/master/Assets/MirrorEffect/PostEffectMirrorReflections.shader) you would just need to change the properties block to look something like this:
And then change the _MirrorTexture var and the surf function down below to this:
There is a way to fix it using oblique frustum clipping, which I have done. The code for this technique (C++ but easily ported) exists here: {ENLACE ELIMINADO}http://mathfor3dgameprogramming.com/code/Listing5.1.cpp
You'll need a clip plane, calculated with a method like this:
so in the RenderIntoMaterial method you will want to do this (I added the public float clipPlaneOffset):
In each of the paths for Left/Right eye when rendering as a mirror:
Then assign the camera matrix:
Do that same thing using Valve.VR.EVREye.Eye_Right for the right eye and you should be good.
Edit: adding the modify code.