178 lines
4.7 KiB
Markdown
178 lines
4.7 KiB
Markdown
# Transform Node
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## Description
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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.
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## Ports
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| Name | Direction | Type | Description |
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|:------------ |:-------------|:-----|:---|
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| In | Input | Vector 3 | Input value |
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| Out | Output | Vector 3 | Output value |
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## Controls
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| Name | Type | Options | Description |
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|:------------ |:-------------|:-----|:---|
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| From | Dropdown | Object, View, World, Tangent, Absolute World | Selects the space to convert from |
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| To | Dropdown | Object, View, World, Tangent, Absolute World | Selects the space to convert to |
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## World and Absolute World
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Use the **World** and **Absolute World** space options to transform the coordinate space of [position](Position-Node.md) 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.
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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.
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## Generated Code Example
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The following example code represents one possible outcome of this node per **Base** mode.
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**World > World**
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```
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float3 _Transform_Out = In;
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```
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**World > Object**
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```
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float3 _Transform_Out = TransformWorldToObject(In);
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```
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**World > Tangent**
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```
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float3x3 tangentTransform_World = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
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float3 _Transform_Out = TransformWorldToTangent(In, tangentTransform_World);
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```
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**World > View**
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```
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float3 _Transform_Out = TransformWorldToView(In)
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```
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**World > Absolute World**
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```
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float3 _Transform_Out = GetAbsolutePositionWS(In);
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```
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**Object > World**
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```
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float3 _Transform_Out = TransformObjectToWorld(In);
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```
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**Object > Object**
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```
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float3 _Transform_Out = In;
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```
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**Object > Tangent**
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```
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float3x3 tangentTransform_World = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
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float3 _Transform_Out = TransformWorldToTangent(TransformObjectToWorld(In), tangentTransform_World);
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```
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**Object > View**
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```
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float3 _Transform_Out = TransformWorldToView(TransformObjectToWorld(In));
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```
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**Object > Absolute World**
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```
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float3 _Transform_Out = GetAbsolutePositionWS(TransformObjectToWorld(In));
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```
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**Tangent > World**
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```
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float3x3 transposeTangent = transpose(float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal));
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float3 _Transform_Out = mul(In, transposeTangent).xyz;
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```
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**Tangent > Object**
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```
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float3x3 transposeTangent = transpose(float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal));
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float3 _Transform_Out = TransformWorldToObject(mul(In, transposeTangent).xyz);
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```
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**Tangent > Tangent**
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```
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float3 _Transform_Out = In;
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```
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**Tangent > View**
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```
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float3x3 transposeTangent = transpose(float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal));
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float3 _Transform_Out = TransformWorldToView(mul(In, transposeTangent).xyz);
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```
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**Tangent > Absolute World**
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```
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float3x3 transposeTangent = transpose(float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal));
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float3 _Transform_Out = GetAbsolutePositionWS(mul(In, transposeTangent)).xyz;
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```
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**View > World**
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```
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float3 _Transform_Out = mul(UNITY_MATRIX_I_V, float4(In, 1)).xyz;
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```
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**View > Object**
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```
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float3 _Transform_Out = TransformWorldToObject(mul(UNITY_MATRIX_I_V, float4(In, 1) ).xyz);
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```
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**View > Tangent**
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```
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float3x3 tangentTransform_World = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
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float3 _Transform_Out = TransformWorldToTangent(mul(UNITY_MATRIX_I_V, float4(In, 1) ).xyz, tangentTransform_World);
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```
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**View > View**
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```
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float3 _Transform_Out = In;
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```
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**View > Absolute World**
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```
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float3 _Transform_Out = GetAbsolutePositionWS(mul(UNITY_MATRIX_I_V, float4(In, 1))).xyz;
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```
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**Absolute World > World**
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```
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float3 _Transform_Out = GetCameraRelativePositionWS(In);
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```
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**Absolute World > Object**
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```
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float3 _Transform_Out = TransformWorldToObject(In);
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```
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**Absolute World > Tangent**
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```
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float3x3 tangentTransform_World = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
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float3 _Transform_Out = TransformWorldToTangent(In, tangentTransform_World);
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```
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**Absolute World > View**
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```
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float3 _Transform_Out = TransformWorldToView(In)
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```
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**Absolute World > Absolute World**
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```
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float3 _Transform_Out = In;
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```
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