Is there a way to get the Camera Matrix Projection in a 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.

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