Ok so imagine a nice post process effect that textures the world the player sees, let’s say it blends with what post process 0 in some way. The way we plaster it into the world can result in very different looks. We can line it up on screen space then it will follow the eye of the player round as they go, or we can drop it directly onto every tree rock and twig with a world align texture. But these both have different looks and feels. In the former the pixels of the texture are an unmoving part of the screen so when the player moves their view the pixels the texture makes light stay light, the one’s made dark stay dark. When the texture is aligned to the ground tiling sizing is of the utmost consideration because ultimately the space between player and object is not textured the object is. But how does one texture the air between player and objects, but not be bolted to the eye, but instead bolted to the orientation of the world? I drew a crappy picture to help understand what I’m asking:
Hey!
I have a bunch of shaders that I have created, you can find them here: Elias Wick | Post Process Shaders
Do you mean something like this: Elias Wick | Texture Projection?
That looks like a really nice world aligned texture but I’m interested in doing something like the middle option in the picture.