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Question by Plukers · Jun 18, 2015 at 07:06 PM · camerashaderverticesvertexvertex shader

Vertex Shader problem with _WorldSpaceCameraPos

Hey fellas,

I'm currently writing a vertex shader based on tanos$$anonymous$$mis vertex shader published in t$$anonymous$$s post "Moving vertices in shaders" where I want to translate the vertices based on my camera position.

I get the camera position from _WorldSpaceCameraPos . However, it seems like it doesn't get updated every frame. The first frame is correct. But as soon as I rotate the camera, the translation sticks the way it was made when the camera was in its original position.

Any idea how to access t$$anonymous$$s problem?

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avatar image Bunny83 · Jan 19, 2017 at 04:27 PM 0
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Post your actual shader code. Your explanation of your problem and what you're doing is insufficient.

You know that the vertices are already moved by the camera position. That's part of the projection into screen space. If you add / subtract the camera position again that would mean the camera position might cancel out. That's why it's important to know what exactly you're doing.

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Answer by monodavids · Jan 19, 2017 at 02:53 PM

try: float3 look = _WorldSpaceCameraPos - p[0].pos;

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