hi guys! i need noninterpolated local vertex position in my pixel shader
currently i use this code to get world space vertex position and send it to pixel shader .
//////BasePassVertexShader.usf
FMaterialVertexParameters VertexParameters
= GetMaterialVertexParameters(Input, VFIntermediates, WorldPosition.xyz, TangentToLocal);
////////MYCODE
#if NEED_VERTEX_POS_NO_INTERPOLATION
Output.BasePassInterpolants.VertexPosNI = GetWorldPosition(VertexParameters);
#endif
I think it is not good idea to transform that vertex by WorldToLocal matrix ! however it did not work
thanks in advance