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Camera-relative Rendering

Apr 2, 2025
Under Consideration
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Camera-relative rendering would allow the Universal Render Pipeline (URP) to render distant GameObjects (with large world space coordinates) in a more robust and numerically stable way compared to the built-in render pipeline.

The absolute precision of floating-point numbers decreases as numbers become larger. This means that GameObject coordinates become increasingly less precise the further the GameObject is from the Scene's origin. The Mesh faces of distant GameObjects close to one another may appear in the same place and produce z-fighting artifacts. To fix this issue, camera-relative rendering replaces the world origin with the position of the Camera.

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