Display ~100,000 "points" without destroying performance

@ BrUnO XaVIeR: No, unfortunately that’s not the effect I’m aiming for. My first post of this thread has a gif showing the “sweeping LIDAR” effect I’m trying to achieve. Thanks.


So let me see if I understand this correctly, the post process material will operate on the current rendered view from the camera (i.e. treats the current view of the camera as a render target texture and operates on that texture).

I need to find the camera vector from the camera origin to the middle of every pixel in render target texture. To compute this, I have knowledge of the corners of the pixels from the UV coordinates, correct?

Then, I should be able to find the center of those pixels as (x + (pixelWidth/2), y + (pixelWidth/2)), as shown below:


How do I implement something like pixelWidth/2? Also, I don’t understand what you mean in the second to last sentence “I think you could … camera as length of adjacent side of the triangle”; could you clarify?

Finally, the material graphs you linked to, are these supposed to be used in conjunction with the procedure described above? I’m not I follow how this is all supposed to come together.