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Fix "cutout" effect on full screen #24

@Phylliida

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@Phylliida

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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