Hey there!
I noticed that there is a small offset when using the projected texture shader and then feeding the Position as view into a camera in stride. What it should do (and did in beta) is to have the projected texture look like 2D, but projected onto the 3D geometry correctly because both focal points match each other 100%.
It’s only a slight offset and I’m wondering why and how to get rid of it. I’m working on a AR installation and therefore, projecting the real cameras image onto a 3D Scene. This offset is driving me nuts because it brings huge imprecision.
Here you can see a screenshot of the projectedtextureshaders help patch, I just added the translate where I adjust the offset and a camera. You can see the image is being projected like 2D onto the teapot, only with the manual offset. I can’t tell if the offset is rotational or XYZ alone, and this offset is only for this scene. Does anybody know why there is an offset and how to get 100% rid of it without manually adjusting values? This would be awesome.
Thanks! Andreas
