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Setting to full screen makes it only render on the inner half of the screen, you can fix this by changing
#ifdef FULL_SCREEN
o.pos = v.vertex;
#else
To
#ifdef FULL_SCREEN
o.pos = UnityObjectToClipPos(v.vertex);
#else
In whatever shader your generated code imports, for example at the bottom mine had
...
ZWrite [_ZWrite]
CGPROGRAM
#include "Assets\uRaymarching\Shaders\Include\Legacy/ForwardBaseStandard.cginc"
#pragma target 3.0
#pragma vertex Vert
#pragma fragment Frag
#pragma multi_compile_instancing
#pragma multi_compile_fog
#pragma multi_compile_fwdbase
ENDCG
...
So I needed to modify that line in
#include "Assets\uRaymarching\Shaders\Include\Legacy/ForwardBaseStandard.cginc"
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