unity shader developer GLSL / HLSL

Job ID: 33553075

Budget: $8 – $15 USD

Shader for Stereoscopic Texture rendering in Unity VR / Oculus Quest

Need to create a custom shader for the following use case:

A common solution is to use two cameras and culling-layers. However, this generates more computational overhead than desired. Also, when using Unity URP and, for example, the Oculus OVRcamera, “Per Eye” rendering does not work.

Therefore, the desired solution is to use a custom shader to render stereoscopic textures, instead of using two cameras and culling masks.

Below are the technical specifications, and I’m looking for a shader-developer to provide a quote to create a solution for the above.

Specifications

Target platform: Oculus Quest, but the shader should work on Windows-builds as well.
Stereo Rendering Texture Shader to be used on, spheres, planes and other geometry for Video and Stills(pref over under)
Working within the Universal Render Pipeline in Unity Version 2020.3.30
Working with the latest Oculus Integration (38.0) In Build (AppLab Specs) and trough Link
Multi-view is highly preferred, but if that doesn’t work, Multi-pass is acceptable
Ideally supports both OpenGL and Vulkan
Nice to have: the shader also works with OpenXR

Unity Build Settings:
Build Platform: Android (Oculus Quest)
Texture Compression ASTC
Compression method: LZ4
Color Space: Gamma
Scripting backend: IL2CPP
API compatibility level: .NET 4x
Target Architectures: ARM64

Deliverables:

Unity scene based on the provided specifications with a sphere playing a equirectangular stereoscopic 360-file with a Top-Bottom layout. (You can just display "Left" and "Right" in the respective eyes.
Build (APK-file) for Oculus Quest demonstrating the working shader.
Related categories: Unity 3D Unity