I'm looking for a way to play with the distortion shader, the one that renders each eyes to a RenderTexture in order to match the lenses distortion. I found the adequate code in StereoRenderEffect.cs, but because of #if !UNITY_HAS_GOOGLEVR || UNITY_EDITORit only works in the editor. I'd like to tweak the shader myself, the one that runs on the actual device. I noticed that when the DistortionCorrectionMethod == Native, it uses a NDK/C++ program to do so, but I can't locate the shader itself. Any hint of where to look ?
Have you check into Unity builtin shaders ? Into DefaultResourcesExtra/VR/ Otherwise if you are just looking for a similar shader, you should be able to find what Oculus used before it was native to Unity by downloading any Unity 4 integration before 1.3.0 on https://developer3.oculus.com/downloads/ With this package you really have two cameras with two render texture, one for each eye in your scene. (I don't know if it still work with a CV1 but it used to work with a DK2 and DK1 with the beta runtime).
Thanks, I'll check if I can use the DefaultResourcesExtra/VR/. Actually, I just want to tint the whole image, but adding a fullscreen image effect is too expensive, and doesn't work at the moment anyway (source). So I wanted to piggyback on that shader since it has to be used at some point anyway.
I'm guessing you are on Unity 5.6 Beta ? You will be able to add post-processes probably in a new beta release soon tho. I don't know if you will be allowed to access this shader in 5.6... What if you use the Unity 5 integration of Google VR SDK which can be used between Unity 5.2.1 and Unity 5.5.0 ?