Vertex position relative to normal
问题 In a surface shader , given the world's up axis (and the others too), a world space position and a normal in world space, how can we rotate the worldspace position into the space of the normal? That is, given a up vector and a non-orthogonal target-up vector, how can we transform the position by rotating its up vector? I need this so I can get the vertex position only affected by the object's rotation matrix, which I don't have access to. Here's a graphical visualization of what I want to do: