World position in fragment part of graph gives wrong values

Hello!
Recently I was trying to make low poly water shader. I wanted the shader to be quite simple. In vertex part of the graph I’m just offsetting every vertex y pos by some amount generated by noise texture. Then in fragment part of graph I wanted to recalculate normals using DDX,DDY functions but I found out that the position I’m getting is unaffected by my vertex offsetting in vertex pass. So here is my question am I doing something wrong or this is some sort of bug?

You could use what you put in the position slot at the master node and transform it from object to world space.

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It’s a bug, the same one that’s being talked in here and several other threads https://discussions.unity.com/t/750192

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Thank you! Transforming position from object to world worked :smile:!