Hello,
This is possible?
Magnifying Glass using Shader?
If possible: it could show some example. the magnified image using shader is with good quality? with large distances?
Thank you
Hello,
This is possible?
Magnifying Glass using Shader?
If possible: it could show some example. the magnified image using shader is with good quality? with large distances?
Thank you
Not over large distances. You’d only be able to enlarge pixels that are already on the screen (so it’d be blurry at heavy magnification).
Otherwise you would need a second camera rendering to a render texture and use that.
Ok, I know this post is very old but it’s relevant to me in the present day. I don’t know if I care much for the blurriness. My problem is that I’m not magnifying an area of my canvas, instead I have created a viewport to scalable instance (GrabTexture) of the canvas (scaled from center of screen).
My logic tells me I would need to attach my GrabTexture pivot coordinates to my vextex center(the center of the object with the material/shader assigned). Am I right? How do I solve this issue?