Converting projection matrix in a shader

I’ve got it working, but as a last step I would like to make it into a custom node so I can plug it into shader graph. Since shadergraph needs the position in object space I would need to convert it from clip space, something that seems possible judging by this thread (which, unsurprisingly, is a reply from you haha).

I’m not the greatest at shaders, but would this be feasible in my case? The clip pos is generated by a modified view projection matrix in my custom node, but since shadergraph will use the regular view projection I figure I just need to convert it from clip space using the regular inverse view projection. I tried doing what was specified in your reply in that other thread, but couldn’t get it to work. Maybe I’m misunderstanding clip space in general, and clip space is specific to each view projection matrix?

There is always the option of generating a shader from the graph and editing it manually, but it’s going to be a lot of extra labour and quite inflexible if I ever want to change the shader graph.