On 19/10/2015 at 02:29, xxxxxxxx wrote:
you have to differentiate between object space, world space, camera space and screen space. A BaseView represents a editor view. So if you use your camera to define that view, it uses the camera's setting to build its projection matrix. Then you can use BaseView.WS() to transform coordinates from world space to screen space. With that screen space coordinates you could build a set of UV coordinates to sample your shader.
It seems that there is no function to get the projection matrix of an arbitrary camera so you have to use your camera as the active camera to work with BaseView.