Я нашел решение самостоятельно:
Сохранение проекции Matrix и worldToCameraMatrix вашей камеры
и затем запустите это:
Matrix4x4 matrix = projectionMatrix * worldToCameraMatrix;
Vector3 screenPos = matrix.MultiplyPoint(destination.transform.position);
// (-1, 1)'s clip => (0 ,1)'s viewport
screenPos = new Vector3(screenPos.x + 1f, screenPos.y + 1f, screenPos.z + 1f) / 2f;
// viewport => screen
screenPos = new Vector3(screenPos.x * Screen.width, screenPos.y * Screen.height, screenPos.z);
var unityScreenPos = new Vector2(screenPos.x, Screen.height - screenPos.y);