# Object Node ## Description Provides access to various parameters of the currently rendering **Object**. Note: The behaviour of the Position [Port](Port.md) can be defined per Render Pipeline. Different Render Pipelines may produce different results. If you're building a shader in one Render Pipeline that you want to use in both, try checking it in both pipelines before production. #### Unity Render Pipelines Support - Universal Render Pipeline - High Definition Render Pipeline ## Ports | Name | Direction | Type | Binding | Description | |:------------ |:-------------|:-----|:---|:---| | Position | Output | Vector 3 | None | Object position in world space | | Scale | Output | Vector 3 | None | Object scale in world space | | World Bounds Min | Output | Vector 3 | None | Minimum value of the renderer bounds in world space | | World Bounds Max | Output | Vector 3 | None | Maximum value of the renderer bounds in world space | | Bounds Size | Output | Vector 3 | None | Size of the renderer bounds | Note: the bounds values are the equivalent of [the bounds in the renderer component](https://docs.unity3d.com/ScriptReference/Renderer-bounds.html). This means that vertex deformation done in ShaderGraph doesn't affect these values. ## Generated Code Example The following example code represents one possible outcome of this node. ``` float3 _Object_Position = SHADERGRAPH_OBJECT_POSITION; float3 _Object_Scale = float3(length(float3(UNITY_MATRIX_M[0].x, UNITY_MATRIX_M[1].x, UNITY_MATRIX_M[2].x)), length(float3(UNITY_MATRIX_M[0].y, UNITY_MATRIX_M[1].y, UNITY_MATRIX_M[2].y)), length(float3(UNITY_MATRIX_M[0].z, UNITY_MATRIX_M[1].z, UNITY_MATRIX_M[2].z))); float3 _Object_WorldBoundsMin = SHADERGRAPH_RENDERER_BOUNDS_MIN; float3 _Object_WorldBoundsMax = SHADERGRAPH_RENDERER_BOUNDS_MAX; float3 _Object_BoundsSize = (SHADERGRAPH_RENDERER_BOUNDS_MAX - SHADERGRAPH_RENDERER_BOUNDS_MIN); ```