Currently working in Unreal. My worst enemy is always transforms. I want to make a shader that moves the particles it's applied to towards the camera. There were two ways I used to do this. One was I would push the pixel depth in the direction I needed. That was the easiest. It would cause particles to sort in front of or silhouette. But this option is not available for an additive or even a translucent material.
The other method I would use would be to create a plane that was offset on x axis and then I could scale on that axis to push or pull the plane and set the alignment to track with the camera. This is probably what I'll end up doing again if no better ideas pop up.
So what I've been trying to do is a world position offset. The idea was that I would offset in either view space or local space and then transform to world. But for some reason it doesn't seem to be working. I'm not sure what I'm doing wrong. The results seem to always be skewed towards the world origin.
I thought this might be a better place to bring this up instead of AnswerHub because it's such an Fx related question.