I've explained each technique in such a way that you can take what you learn here and apply/port it to whatever stack you use—be it Godot, Unity, or something else. For the glue in between the shaders, I've chosen the fabulous Panda3D game engine and the OpenGL Shading Language (...
We now know how far we can move on the x axis before our camera will go out of view. We divide specifically by 2.0f to keep the calculation as a float value so we don’t lose precision. Finally in our fixedupdate method we clamp down our variables and offset them by the half size ...