Displaying a Custom Shader rendered to RenderTexture

Glad to hear you have something working!

We have some internal reports that TextureFormat.RFloat/GraphicsFormat.R32_SFloat works as well; you might try using that to get more precision.

Thanks for the note. The inverse view projection matrix returned by the Transformation Matrix node transforms from RealityKit’s world space, which is different from Unity’s (and, of course, the camera parameters are different).

I’m not aware of a way to get these parameters aside from the head position and rotation, which you can get (only) in unbounded mode. The camera parameters in Unity are not (by default) synchronized in any way with the visionOS camera, whose parameters are not exposed to applications.