Answers for "Shader vertex position depends on camera ?"
http://answers.unity.com/questions/746381/shader-vertex-position-depends-on-camera.html
The latest answers for the question "Shader vertex position depends on camera ?"Answer by Bunny83
http://answers.unity.com/answers/746388/view.html
_Object2World does what the name suggest. So there is for sure no camera position involved.
_Object2World is actually what the object's Transform component represents. It transforms a local space position into worldspace. This matrix is also called "M" (model-matrix) and is also part of the combined MVP matrix which also contains the View and Projection matrix. The View matrix is actually the inverse Transform of the camera. So it transforms worldspace positions into the camera's local space. The Projection matrix finally does the 3D->2D mapping either in a perspective or orthographic way.
It might help if you showed your actual shader code so we can see where you did what.Fri, 11 Jul 2014 22:15:32 GMTBunny83