Rotate the material shader relative to the camera view

Hello everyone!

I have objects that I am looking at. When I approach the wall, it should cover the objects with the texture, creating the illusion of the wall extending. This is implemented here: Wile E. Coyote Effect | Matt Stark’s Game Development Portfolio
But how do I do this in Unreal? I absolutely do not know the shader language in blueprints, but I really want to figure out how to make such a shader that displays a texture relative to the camera? Now I am at the stage where the texture is applied without mapping to the wall. What`s next?

Any additional code explanation would be great!

It’s a render target:

It already used in the project, but I need the transformation for material, because it seems to be wrong like on the screen. I need to rotate it in the material (world offset? But how?)

I see. You don’t need to do anything to the material, you need to move the camera.