Quantcast
Channel: Questions in topic: "hlsl"
Viewing all articles
Browse latest Browse all 206

Recreating basic function in C#

$
0
0
Hi. **How would I go about computing the results of `UnityObjectToClipPos(foo).w` in c# for a given camera and world-space vertex?** I understand w acts as some sort of scale factor, and is used by the shader for the transformation out of homogeneous coordinates somewhere prior to the rasterization phase of a shader. For my use case it would save a lot of computational power to compute the w value for a few set points prior to the execution of the shader, rather than needing to compute those values for every vertex. Thanks!

Viewing all articles
Browse latest Browse all 206

Trending Articles