RenderTexture DrawTexture weird skew/offset issue

Hey,

I’m using a RenderTexture to do some resource highlighting on a game I’m working on.
Just to prove to myself the bits are working I’m currently just drawing a simple brush texture once each time I click and place one of the cube things.
I’m using the hit.textureCoord to determine where to draw on the RenderTexture and doing all the conversions I thought were neccesary but as you can see in the screenshots, the further I get from the bottom left the more not aligned with where I click the draw occurs and the more stretched it becomes.

To me it seems like a projection issue but I feel like I’ve done everything correct to prevent this ?

Thanks in advance for any help anyone can give!

The code which actually interacts with the RenderTexture is :

public class FloorController : MonoBehaviour {
[SerializeField] public Texture2D SplatterText;
private RenderTexture _rt;
private Renderer _renderer;
// Use this for initialization
void Start () {
_rt = new RenderTexture(1024, 1024, 24, RenderTextureFormat.ARGB32);
_rt.wrapMode = TextureWrapMode.Clamp;
_rt.Create();
_renderer = GetComponent ();
_renderer.material.mainTexture = _rt;
}

public void MarkFloorNorm (Vector2 texPos) {
MarkFloor (new Vector2((int)(texPos.x * _rt.width), (int)(texPos.y * _rt.height)));
}
public void MarkFloor (Vector2 pos) {
RenderTexture.active = _rt;
GL.PushMatrix ();
GL.LoadPixelMatrix (0, _rt.width, 0, _rt.height);
DrawSplatAtPoint(pos, 128);
GL.PopMatrix ();
RenderTexture.active = null;
}

private void DrawSplatAtPoint (float x, float y, float radius) {
DrawSplatAtPoint(new Vector2(x, y), radius);
}
private void DrawSplatAtPoint (Vector2 point, float radius) {
var x1 = point.x - radius;
var y1 = point.y - radius;
var x2 = point.x + radius;
var y2 = point.y + radius;
Graphics.DrawTexture(new Rect(x1, y1, x2, y2), SplatterText);
print(string.Format (“Drawing Splat at {0},{1} R={2} resulting in {3},{4} {5},{6}”, point.x, point.y, radius, x1, y1, x2, y2));
}
}

Did you find a solution? Im having the samw issue for my terrain program. I found that moving the aspect ratio effects the offsets. But no solution.

http://forum.unity3d.com/threads/texture-coordinate-problem.415652/

Maybe this will work, idk if it will help, but it is a pretty similar case of draw offset.