Singularity/Library/PackageCache/com.unity.shadergraph@12.1.11/Documentation~/Position-Node.md

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2024-05-06 14:45:45 -04:00
# Position Node
## Description
Provides access to the mesh vertex's or fragment's **Position**, depending on the effective [Shader Stage](Shader-Stage.md) of the graph section that the [Node](Node.md) is part of. Use the **Space** drop-down parameter to select the coordinate space of the output value.
## Ports
| Name | Direction | Type | Binding | Description |
|:------------ |:-------------|:-----|:---|:---|
| Out | Output | Vector 3 | None | **Position** for the Mesh Vertex/Fragment. |
## Controls
| Name | Type | Options | Description |
|:------------ |:-------------|:-----|:---|
| Space | Dropdown | Object, View, World, Tangent, Absolute World | Selects the coordinate space of **Position** to output. |
## World and Absolute World
The Position Node provides drop-down options for both **World** and **Absolute World** space positions. The **Absolute World** option always returns the absolute world position of the object in the Scene for all Scriptable Render Pipelines. The **World** option returns the default world space of the selected Scriptable Render Pipeline.
The [High Definition Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html) uses [Camera Relative](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest?preview=1&subfolder=/manual/Camera-Relative-Rendering.html) as its default world space.
The [Universal Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html) uses **Absolute World** as its default world space.
### Upgrading from previous versions
If you use a Position Node in **World** space on a graph authored in Shader Graph version 6.7.0 or earlier, it automatically upgrades the selection to **Absolute World**. This ensures that the calculations on your graph remain accurate to your expectations, since the **World** output might change.
If you use a Position Node in **World** space in the High Definition Render Pipeline to manually calculate [Camera Relative](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest?preview=1&subfolder=/manual/Camera-Relative-Rendering.html) world space, you can now change your node from **Absolute World** to **World**, which lets you use [Camera Relative](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest?preview=1&subfolder=/manual/Camera-Relative-Rendering.html) world space out of the box.