Library -Artifacts
4.7 KiB
Transform Node
Description
Returns the result of transforming the input value (In) from one coordinate space to another. Select drop-down options on the node to define which spaces to transform from and to.
Ports
Name | Direction | Type | Description |
---|---|---|---|
In | Input | Vector 3 | Input value |
Out | Output | Vector 3 | Output value |
Controls
Name | Type | Options | Description |
---|---|---|---|
From | Dropdown | Object, View, World, Tangent, Absolute World | Selects the space to convert from |
To | Dropdown | Object, View, World, Tangent, Absolute World | Selects the space to convert to |
World and Absolute World
Use the World and Absolute World space options to transform the coordinate space of position values. The World space option uses the Scriptable Render Pipeline default world space to convert position values. The Absolute World space option uses absolute world space to convert position values in all Scriptable Render Pipelines.
If you use the Transform Node to convert coordinate spaces that are not for position values, Unity recommends that you use the World space option. Using Absolute World on values that do not represent position might result in unexpected behavior.
Generated Code Example
The following example code represents one possible outcome of this node per Base mode.
World > World
float3 _Transform_Out = In;
World > Object
float3 _Transform_Out = TransformWorldToObject(In);
World > Tangent
float3x3 tangentTransform_World = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
float3 _Transform_Out = TransformWorldToTangent(In, tangentTransform_World);
World > View
float3 _Transform_Out = TransformWorldToView(In)
World > Absolute World
float3 _Transform_Out = GetAbsolutePositionWS(In);
Object > World
float3 _Transform_Out = TransformObjectToWorld(In);
Object > Object
float3 _Transform_Out = In;
Object > Tangent
float3x3 tangentTransform_World = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
float3 _Transform_Out = TransformWorldToTangent(TransformObjectToWorld(In), tangentTransform_World);
Object > View
float3 _Transform_Out = TransformWorldToView(TransformObjectToWorld(In));
Object > Absolute World
float3 _Transform_Out = GetAbsolutePositionWS(TransformObjectToWorld(In));
Tangent > World
float3x3 transposeTangent = transpose(float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal));
float3 _Transform_Out = mul(In, transposeTangent).xyz;
Tangent > Object
float3x3 transposeTangent = transpose(float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal));
float3 _Transform_Out = TransformWorldToObject(mul(In, transposeTangent).xyz);
Tangent > Tangent
float3 _Transform_Out = In;
Tangent > View
float3x3 transposeTangent = transpose(float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal));
float3 _Transform_Out = TransformWorldToView(mul(In, transposeTangent).xyz);
Tangent > Absolute World
float3x3 transposeTangent = transpose(float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal));
float3 _Transform_Out = GetAbsolutePositionWS(mul(In, transposeTangent)).xyz;
View > World
float3 _Transform_Out = mul(UNITY_MATRIX_I_V, float4(In, 1)).xyz;
View > Object
float3 _Transform_Out = TransformWorldToObject(mul(UNITY_MATRIX_I_V, float4(In, 1) ).xyz);
View > Tangent
float3x3 tangentTransform_World = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
float3 _Transform_Out = TransformWorldToTangent(mul(UNITY_MATRIX_I_V, float4(In, 1) ).xyz, tangentTransform_World);
View > View
float3 _Transform_Out = In;
View > Absolute World
float3 _Transform_Out = GetAbsolutePositionWS(mul(UNITY_MATRIX_I_V, float4(In, 1))).xyz;
Absolute World > World
float3 _Transform_Out = GetCameraRelativePositionWS(In);
Absolute World > Object
float3 _Transform_Out = TransformWorldToObject(In);
Absolute World > Tangent
float3x3 tangentTransform_World = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
float3 _Transform_Out = TransformWorldToTangent(In, tangentTransform_World);
Absolute World > View
float3 _Transform_Out = TransformWorldToView(In)
Absolute World > Absolute World
float3 _Transform_Out = In;