World to UV coordinates?

I’m passing world coordinates to a shader (custommaterial) and now I need to convert those to UV coordinates. How can I do that? Here is a PG where I want the ellipse on the plane to follow the moving mesh.


I’m not sure if I’m going in the right direction with this, since the mesh is going to be deformed and I don’t want the shape that I’m creating in the mesh to be deformed (it’s going to be more complex than the ellipse) with the mesh. I need to think some more about this.

hey dear @adam what you want to do in final target

length((vDiffuseUV -0.5)* (scaleParameter ) * vec2(ellips.x ,ellips.y ))

Thanks Nas. I think I figured it out.

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