Hi, I've been struggling with a bug in my rendering where my uniform for generating rays through each pixel of the screen is falling out of sync with the view of the camera (Fig 1).
In the main world, after TransformPropogate, I'm creating a uniform of three vectors which allow me to transform a pixel's position in device coordinates into a direction in world space (Fig 2, Fig 3, Fig 4). I then run a fullscreen tonemapping pass which uses the rays to calculate intersections with a cube at (0,0,0) (Fig 5).
I've tried it with both the unsmoothed pan-orbit camera and a custom first person camera to make sure the problem is still present, as well as without change detection. Any ideas on why the ray uniform might be falling behind the camera view would be greatly appreciated 🙂