World Position Offset after Shadow projection and depth check

foberokubo
Tue, 16 May 2017 09:00:46 +0000
Rendering

Have a World Position Offset that changes camera perspective to Fisheye, deforming scene.
Dynamic shadow pass is calculated after World Position Offset resulting errors. Static baked shadows look OK.

Question is, how to change shadow pass order so that dynamic shadows are calculated before WPO?

Or how to set shadow and reflection shader to use WorldPosition (Excluding Material Offsets)?

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