Is there a work around ?


I managed to get the screen space between 0 -1, however, I get this distortion, if my camera isn't look straight to the plane.


I would expect it no distortion like this, regardless to the camera angle .

The reason the coordinates are from -1 to 1 by default is because those are the easiest/quickest coordinates to access, anything else is extra math. I want SF to be optimized, while still giving you lots of control.


The distortion you're getting is because the screen coordinates are per-vertex at the moment, which is a known issue. There will be a setting to use either vertex or pixel coords. A workaround at the moment would be to use a more tessellated plane, either with a more detailed model, or using DX11 tessellation.