2种方法:

1. 使用 VPOS 或 WPOS语义,如:

Shader "Test/ScreenPos1"
{
    SubShader
    {
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            
            struct appdata
            {
                float4 pos : POSITION;
            };

            struct v2f
            {
                float4 pos : SV_POSITION;
            };

            v2f vert (appdata v)
            {
                v2f o;
                o.pos = mul(UNITY_MATRIX_MVP, v.pos);
                return o;
            }
            
            fixed4 frag (v2f i : WPOS) : SV_Target
            {
                fixed2 viewPos = i.pos.xy / _ScreenParams.xy;
                return fixed4(viewPos, 0, 1);
            }
            ENDCG
        }
    }
}
View Code

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