bitinn,
@bitinn@mastodon.gamedev.place avatar

question again:

Say I have a Unity shader, where in vertex stage, it offsets mesh in world space, to be further away from camera in the view direction, then convert the final position into clip space and pass onto fragment stage.

It works perfectly on D3D, Vulkan and Metal platform, but OpenGL want the offset to be much smaller, almost 1/20~1/100 of the value, in order to produce the same look.

RenderDoc shows used inputs are the same across platforms.

What could be the problem?

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