title: How to convert world position to UV - space?
body: <p>I have a gameObject1 which transmit it's position into shader of some screenGameObject. ScreenGameObject has position(0,0,0), rotation(0,0,0), scale(1,1,1).</p>
  
  <p>In the shader I need to make a texture follow this gameObject1.</p>
  
  <p>In general, I think, need to convert world position of gameObject1 to uv - space of ScreenGameObject.</p>
  
  <p>Here I have found some task, which is v close to my: <a href="https://stackoverflow.com/questions/52852185/how-can-i-convert-uv-coordinates-to-world-space">link</a></p>
  
  <p>In the vertex shader I wrote :</p>
  
  <pre><code>o.uvOffset = mul(unity_WorldToObject, _FrameTexPos).xy;
  </code></pre>
  
  <p>In frag function I have:</p>
  
  <pre><code>return tex2D(_AimTex, i.uvOffset).rrrr;
  </code></pre>
  
  <p>As result: the _AimTex texture moves wrongly at all:
  _FrameTexPos.x makes texture move along OY, _FrameTexPos.y makes it move along local OX</p>
  
  <p>I guess this:</p>
  
  <pre><code>mul(unity_WorldToObject, _FrameTexPos).xy;
  </code></pre>
  
  <p>Do not convert _FrameTexPos rightly (from world space, to object's uv space).</p>