New to shaders. Engineer. I get it. But I need some help understanding the basics of this use case.
I would like to author a shader that draws an object from bottom to top, based on the Y in “view space” but which should not change when the camera changes.
So I changed one of the example shaders to use the view space instead of object space or world space. And I get the result I am looking for. So this (object/world space):
vs This (view space) what I want
But of course, if I move the camera the clipping is going to change.
The effect I am looking for works if the camera has no X rotation.
But with an X rotation it changes as you pan the camera around. And of course if I move the came up and down. But if I have to restrict the camera to no up and down motion that would not be the end of the world. But I do need to have an x angle on it and the X and Z translation.
Can this be done? And can someone theorize on a strategy for it?
Thanks