I'm writing a shader in Unity3D that isn't based on "#pragma surface surf Lambert" or any other built in lighting model. How do I get the current pixel screen position in the fragment program? I need it to be in pixels (not between 0 and 1 or -1 and 1). Here's my shader code:
Shader "selectedFace"
{
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
float4 vert(float4 vertexPosition:POSITION):POSITION
{
return mul(UNITY_MATRIX_MVP,vertexPosition);
}
float4 frag(void):COLOR
{
//GET SCREEN POSITION HERE!!!
return float4(0.75,1.0,0.0,1.0);
}
ENDCG
}
}
}
Thanks :D