Hello,
I want to use a mesh as a mask for a texture so I thought I could just whip up a view-space shader in Shader Graph.
To see an example of the effect, see the Detail Texture in Screen Space section on this page: Unity - Manual: Surface Shader examples
I used a Position node set to View Space and plugged it into the UV of a Checkerboard node. Then that outputs to my Unlit Master color:
I am not seeing the expected behavior. The texture is aligned with my camera but it is stretched out across my mesh:
Obviously I’m doing something wrong but I don’t know what. Can anyone help me out?