Fix procedural skybox orientation in orthographic cameras - #622
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DoubleStyx merged 2 commits intoJun 4, 2026
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Baplar
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Jun 4, 2026
| let camera_ray = view_ray.xy / (-view_ray.z); | ||
| if (orthographic) { | ||
| return vec4<f32>(sign(view_ray.xy * proj_params.xy), 0.0, 1.0); | ||
| return vec4<f32>(camera_ray * sign(proj_params.xy), 0.0, 1.0); |
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There was a discrepancy with Unity in the way all skyboxes got rendered in ortho cameras, this change seems to bring it up to parity, along with the change in the common module
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This was caused by the view ray being double-flipped in offscreen views.
It’s flipped once already in skybox::ndc_from_fragment_position, but we incorrectly flipped it a second time in clip_pos_from_view_ray