I’m trying to figure out why things being drawn using the GL class appear differently in the scene view vs. the game view when using GL.LoadPixelMatrix. When using GL.LoadOrtho, results seem to be consistent between the two views. When using LoadPixelMatrix, graphics rendered are displayed in screen space (as expected) in the scene view, but are displayed in world space in the game view. I’m doing this in URP and hooking into the RenderPipelineManager.endCameraRendering/endContextRendering callbacks (I’ve tried both.) I’ve attached a short gif demonstrating the issue.
