 				}
 				#elif defined(EYEPOSITION_ISLOCALORIGIN)
 				{
-					float4 WorldOrigin = mul( unity_ObjectToWorld, float4(0,0,0,1) );
+					float3 LocalPos = float3(0,LocalYOffset,0);
+					float4 WorldOrigin = mul( unity_ObjectToWorld, float4(LocalPos,1) );
 					return (WorldOrigin.xyz / WorldOrigin.w);
 				}
 				#else

			#include "UnityCG.cginc"
			#include "PopCommon.cginc"

			//	gr: I got these by looking at the debug view of the material inspector. Hence the odd _
			#pragma multi_compile EYEPOSITION_ISCAMERA EYEPOSITION_ISLOCALORIGIN

			float3 GetEyePosition()
			{

		[Toggle(ENABLE_STEREO)] _Stereo("Enable Stereo", Float) = 0

		[KeywordEnum(IsCamera,IsLocalOrigin)]EyePosition("EyePosition",float) = 0
		LocalYOffset("LocalYOffset", Range(-10,10) ) = 0
	}
	SubShader
	{
