I have a slightly modified toon shader that I am trying to get to look the “same” regardless of where the object is on the screen - effectively, render the cubemap as if it is always facing the camera (even if its not centered on screen).
Currently, the cubemap is just determined with mul(UNITY_MATRIX_MV, v.normal) - I’ve been trying every matrix I can think of but nothing is turning out quite right. I would really appreciate any thoughts anyone had on how it might be pulled off.
I’ve included a screenshot of the shader. Notice that as the ball moves to the left, you are seeing more of the side of the cubemap. Effectively, i want it to look the same as it moves left as it does when its on the right.
thanks!