2.0 KiB
2.0 KiB
Object Node
Description
Provides access to various parameters of the currently rendering Object.
Note: The behaviour of the Position Port 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. 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);