How can we use stereo 360 images as environmenst/backgrounds for VR?

I don’t get these instructions
they are incomplete
I don’t know where to plug this lerp and constant

"Plug a Texture Sample Node into the Emissive Color Channel, if you don’t have a stereo 360 image of your own, you’ll be able to download one from the links in the description of this tutorial. The top portion of the image will serve as our Left Eye image, and the bottom was our right eye.

We’ll map the UVs of the Left eye first. Do this by getting the Texture Coordinates node and setting VTiling to 0.5 in the new nodes detail panel.

For the right eye, use an Add node after the existing coordinate with a Constant 2 Vector of (0,0.5).

We can choose between these two UV options with a Lerp Node, using a 0 or 1 Alpha to display the left or right eye. Here’s where the Instanced Stereo project setting comes into play: Add a Custom node, with the CMOT Float 1 Output Type. In the Code section type return ResolvedView.StereoPassIndex;

The Left eye pass returns black, and the right eye pass returns white, perfect for determining our UVs.

The Texture appears inverted inside the sphere, to fix this I’ll negate its scale on the X-axis."