Hello, I want to use a mesh as a mask for a texture so I thought I could just whip up a view-space shader in Shader Graph. To see an example of the effect, see the Detail Texture in Screen Space section on this page: https://docs.unity3d.com/Manual/SL-SurfaceShaderExamples.html I used a Position node set to View Space and plugged it into the UV of a Checkerboard node. Then that outputs to my Unlit Master color: I am not seeing the expected behavior. The texture is aligned with my camera but it is stretched out across my mesh: Obviously I'm doing something wrong but I don't know what. Can anyone help me out?
That's correct for view space. You probably want screen space (like it's called in the Surface Shader example). Use the Screen node.
Thanks for getting me in the correct direction. For anyone else looking back to this post for help, looks for the "Screen Position" node. (as of Shader Graph 5.7.2)