The way you get the current camera’s screen space UV is by using the current view projection matrix to transform the world position into an adjusted clip space position. If you want the screen space UV of another camera you need to calculate the view projection matrix of that camera in script and pass it to the shader.
You’ll have to forgive my ignorance, but I was unable to implement that example you gave on the other post. I tried implementing it in the shader graph by making a “custom function”, but I’m not sure how to get the vertex positions in there.
So I tried to write a shader, which I have almost null experience of. When I save it, the console is complaining about it having “inconsistent endings” and loads of other stuff. Obviously I’m doing something fundamentally wrong. When I go back into the shader the editor adds some lines which are commented with “Exclusing shader from DirectX11…” (paraphrasing).
Managed to get it to work in shader graph! Can’t thank you enough. I’m posting a video on this so I’ll get back to you so you’ll know what you contributed to