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Generate plane perpendicular to World XZ in PostProcess shader

Discussion in 'Shaders' started by sewy, Sep 18, 2019.

  1. sewy

    sewy

    Joined:
    Oct 11, 2015
    Posts:
    147
    Hello,

    I am trying to simulate uneven density in screen space fog (post process).

    In fragment shader, I would like to generate flat UV coordinates for density mask, which should be perpendicular to the world XZ plane - something like the floor.

    Any idea?
     

    Attached Files:

    Last edited: Sep 25, 2019