Is it possible to get the current Object's 'base' world position in a vertex function?
I was thinking something like this:
float3 baseWorldPos = mul ( _Object2World, float4(0,0,0,0) ).xyz;
...but on testing I'm fairly certain it's returning a zero vector ( because its a multiplication? ).
Otherwise is there another way to get a distinct value per object, so that a shader's effects can be made unique for each individual object?
asked Nov 20 '11 at 07:54 AM