I’m making a PostProcess shader where I deform the scene texture and then mask it with a Sphere Mask based on character location. The problem is that the final image is deformed by deforming the UVs input, but the Sphere Mask isn’t, so my question is, can I deform a Sphere Mask with some UVs like if it was a texture sampler? If not, any ideas on how can I approach this particular issue?
Thanks in advance.