In the Built-in render pipeline you can do that easily by using unity_CameraProjection or CameraInvProjection.
Is there some way to replicate that in HDRP or do I have to make a c# script to send the matrix over the to shader?
In the Built-in render pipeline you can do that easily by using unity_CameraProjection or CameraInvProjection.
Is there some way to replicate that in HDRP or do I have to make a c# script to send the matrix over the to shader?
UNITY_MATRIX_P and UNITY_MATRIX_I_P defines, should work in build-in and HDRP/URP.