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Calculating UV in vertex shader: uv.xy = mul(world2object, cameraWorldPos-mul(object2world, (0,0,0,1)))+(0.5,0.5)


i think you mean the 3 dimensional offset of the holographic sight that is positioned relative to the actual frame. i think the best way to simulate the reflected projection of the dot / cross is to offset a sprite from the glass a little bit to the front of the gun ( but still ceeping it inside the frame / housing of the sight ). Also render it from the ...


I tried to duplicate the effect by using shader. Shader00 Center : https://www.shadertoy.com/view/XsXSz2 Shader01 Sides : https://www.shadertoy.com/view/4sXSz2 :) you could, as Byte56 said, set up three planes. A plane facing camera directly forward with Shader00, and then two plane with Shader01, perhapss as RandyGaul mentioned, top/bottom non uniformly ...

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