Pre-distortion/projection mapping for sphere

Hi there,

I’m trying to figure out how to map a projection to a sphere. We are currently testing using a short throw laser projector and the result can be seen here:

I am trying to figure out what kind of camera pre-distortion i need to have to account for the curvature of the sphere and achieve a result with normal perspective from a single viewing angle, as seen here:

I tried pincushion distortion as detailed in this post https://answers.unrealengine.com/que…tion-work.html but so far that doesn’t seem to accomplish what we need. Does anyone have any thoughts on how they would approach this? In your opinion can it be accomplished with the standard UE4 camera and post process lens distortion shaders or do we need to look into something more complicated?

I found this which seems like it is more the sort of thing we need: Shader - Shadertoy BETA would anyone know how to go about converting from shader toy to hsl and using that in ue4?

Any help would be very much appreciated.

Thanks,
H