getting object world position

hello

im working on a flickering fx shader powered by _Time and want to add an offset-value calculated out of the objects-worldposition to get different effects on multiple objects.
but it work very strange.
moving an object works out like i want but…
… changing the camera position or angle takes also effect ???

pleasy help with some functional code coz im not very experienced with cg-coding

thanks, turbo

Shader "turbo/LightFx/Additive" {
Properties {
	_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
	_MainTex ("Texture", 2D) = "white" {}
	_NoiseTex ("LightFX Texture", 2D) = "white" {}
	_Boost ("Light Boost", Range(0.01, 10)) = 1
	_Speed ("Speed", Range(0.1, 100)) = 1
	_Style ("Style", Range(0, 1)) = 0.1
}

Category {
	Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
	Blend SrcAlpha One
	AlphaTest Greater .01
	ColorMask RGB
	Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) }
	BindChannels {
		Bind "Color", color
		Bind "Vertex", vertex
		Bind "TexCoord", texcoord
	}
	
	// ---- Fragment program cards
	SubShader {
		Pass {
		
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma fragmentoption ARB_precision_hint_fastest
			#pragma multi_compile_particles

			#include "UnityCG.cginc"

			sampler2D _MainTex;
			sampler2D _NoiseTex;
			fixed4 _TintColor;
			
			struct appdata_t {
				float4 vertex : POSITION;
				fixed4 color : COLOR;
				float2 texcoord : TEXCOORD0;
			};

			struct v2f {
				float4 vertex : POSITION;
				fixed4 color : COLOR;
				float2 texcoord : TEXCOORD0;
			};
			
			float4 _MainTex_ST;

			v2f vert (appdata_t v)
			{
				v2f o;
				o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
				o.color = v.color;
				o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
				return o;
			}

			sampler2D _CameraDepthTexture;
			fixed _Boost;
			fixed _Speed;
			fixed _Style;
			fixed4 frag (v2f i) : COLOR
			{
				float4 wPos = mul(_Object2World, float4(0,0,0,-1)); // getting Object-Worldposition
				fixed panner = frac(_Time[0] + wPos.x * wPos.y * wPos.z);	// using Object-Worldposition
				fixed4 noisetex = tex2D (_NoiseTex, float2( panner * _Speed, _Style));
				return 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord) * (noisetex.r * _Boost);
			}
			ENDCG 
		}
	} 	
	
	// ---- Dual texture cards
	SubShader {
		Pass {
			SetTexture [_MainTex] {
				constantColor [_TintColor]
				combine constant * primary
			}
			SetTexture [_MainTex] {
				combine texture * previous DOUBLE
			}
		}
	}
	
	// ---- Single texture cards (does not do color tint)
	SubShader {
		Pass {
			SetTexture [_MainTex] {
				combine texture * primary
			}
		}
	}
}
}

Why -1 in float4 wPos = mul(_Object2World, float4(0,0,0,-1)) ?

oh, sorry i forgot to change that back to 1… i just tried with different values but it didnt change anything. so its a typo here.

but however i found the problem… its not the shader but its unity´s batching function. the batching changes when you move the cam and this makes the shader getting positions from unbatched objects or batched.
i tried it with objects >900 triangles (no batching) and the shader works perfectly as i expect but thats not a solution :wink:

is there a way to disable dynamic batching for single objects ?

turbo