AR Camera Projection
I'm currently working on an AR app which allows to position vertices to form polygons in a horizontal plane. I was able to generate a mesh and now i want to capture the camera image which falls inside the bounds of a polygon and use it as a texture. I've tried to specify the uvs of the mesh as follows: for (int i = 0; i < uvs.Length; i++) { var screenPoint = Camera.main.WorldToScreenPoint(vertices[i]); uvs[i] = new Vector2(screenPoint.x / Screen.width, screenPoint.y / Screen.height); }
This works as intended if the camera is looking down on the polygon in a 90 degree angle. However, the projected image on the polygon gets distorted if the camera is at a different angle. See: The white sphere is not supposed to be distorted, meaning it should not be possible to tell if a projection took place if the camera angle has not changed. Here is an image showing the polygon without the projection which is the way it should look like if the projection was truly unnoticeable: Is there a way to achieve this effect?
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