Setting to full screen makes it only render on the inner half of the screen, you can fix this by changing
#ifdef FULL_SCREEN
o.pos = v.vertex;
#else
To
#ifdef FULL_SCREEN
o.pos = UnityObjectToClipPos(v.vertex);
#else
In whatever shader your generated code imports, for example at the bottom mine had
...
ZWrite [_ZWrite]
CGPROGRAM
#include "Assets\uRaymarching\Shaders\Include\Legacy/ForwardBaseStandard.cginc"
#pragma target 3.0
#pragma vertex Vert
#pragma fragment Frag
#pragma multi_compile_instancing
#pragma multi_compile_fog
#pragma multi_compile_fwdbase
ENDCG
...
So I needed to modify that line in
#include "Assets\uRaymarching\Shaders\Include\Legacy/ForwardBaseStandard.cginc"
Setting to full screen makes it only render on the inner half of the screen, you can fix this by changing
To
In whatever shader your generated code imports, for example at the bottom mine had
So I needed to modify that line in