Hi!
Could anyone know how I could achieve raycasting globe surface depth position in postprocess shader?
What I am trying to do right now is in this sandcastle:
But I haven’t been able to match the distance with the depth…
Hi!
Could anyone know how I could achieve raycasting globe surface depth position in postprocess shader?
What I am trying to do right now is in this sandcastle:
But I haven’t been able to match the distance with the depth…
I was able to figure this out, I was accidentally raycasting to other side of globe: