Bump @RyanB - bit of a ressurection I know, but I was wondering if you ever managed to play around with this. Come back to it now and want to get it working. I’m trying to get this working with a Panning World-Aligned Texture. The light vector can be anything really, so it makes the problem a bit tricker.
This is how I’m generating my UV’s. I transform Absolute World Pos to Local Space because the planet rotates the mesh itself, so not doing this results in the textures ‘Swimming’ accross the surface.
Trouble is, I can’t now figure out how to use the Ray intersection result with the world-aligned coordinates to have this working. Any ideas or tips?
