Support for World Bounds Min/Max in Shadergraph polyspatial

I’ve been trying to get the world bounds inside the object node to use in a foliage vertex shader. What is the correct approach to get this? We’ve tried:

but the result in editor, does not match the result in build.

Any ideas? Do these bounds still use Renderer.bounds even with the volume camera?


There’s no way to get the world bounds at present; that node should report that it isn’t supported, but we must have missed it. I will add this to the list of nodes to support in the future, but for the time being the only way to get the bounds is to pass them as material properties.

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Ok, I’ll use a deformation strength texture map in the meantime.
Thanks for the super fast response!

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