Hi @simmania,
To get the vertex world position for the rendered pixel, if you are using shader chunks then it’s available on this varying:
vPositionW
You could pass the world position of the origin as uniform, then subtract the above to get the local relative position.
If you’d like even more precision like the actual world position of each pixel then you will need to reconstruct the world position from the depth. I don’t have an example in mind for that, but there is this older post that is quite relevant:
Hope that helps.