UnityGame/Library/PackageCache/com.unity.shadergraph/Documentation~/Transformation-Matrix-Node.md

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2024-10-27 10:53:47 +03:00
# Transformation Matrix Node
## Description
Defines a constant **Matrix 4x4** value for a common **Transformation Matrix** in the shader. The **Transformation Matrix** can be selected from the dropdown parameter.
Two output value options for this node, **Inverse Projection** and **Inverse View Projection**, are not compatible with the Built-In Render Pipeline target. When you choose either of these options and target the Built-In Render Pipeline, this node produces an entirely black result.
## Ports
| Name | Direction | Type | Binding | Description |
|:------------ |:-------------|:-----|:---|:---|
| Out | Output | Matrix 4 | None | Output value |
## Controls
| Name | Type | Options | Description |
|:------------ |:-------------|:-----|:---|
| | Dropdown | Model, InverseModel, View, InverseView, Projection, InverseProjection, ViewProjection, InverseViewProjection | Sets output value |
## Generated Code Example
The following example code represents one possible outcome of this node per mode.
**Model**
```
float4x4 _TransformationMatrix_Out = UNITY_MATRIX_M;
```
**InverseModel**
```
float4x4 _TransformationMatrix_Out = UNITY_MATRIX_I_M;
```
**View**
```
float4x4 _TransformationMatrix_Out = UNITY_MATRIX_V;
```
**InverseView**
```
float4x4 _TransformationMatrix_Out = UNITY_MATRIX_I_V;
```
**Projection**
```
float4x4 _TransformationMatrix_Out = UNITY_MATRIX_P;
```
**InverseProjection**
```
float4x4 _TransformationMatrix_Out = UNITY_MATRIX_I_P;
```
**ViewProjection**
```
float4x4 _TransformationMatrix_Out = UNITY_MATRIX_VP;
```
**InverseViewProjection**
```
float4x4 _TransformationMatrix_Out = UNITY_MATRIX_I_VP;
```