Singularity/Library/PackageCache/com.unity.shadergraph@12.1.11/Documentation~/Transform-Node.md
2024-05-06 11:45:45 -07:00

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;