65 lines
1.7 KiB
Markdown
65 lines
1.7 KiB
Markdown
# Transformation Matrix Node
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## Description
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Defines a constant **Matrix 4x4** value for a common **Transformation Matrix** in the shader. The **Transformation Matrix** can be selected from the dropdown parameter.
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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.
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## Ports
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| Name | Direction | Type | Binding | Description |
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|:--- |:---|:---|:---|:---|
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| Out | Output | Matrix 4 | None | Output value |
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## Controls
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| Control | Description |
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|:--- |:---|
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| (Dropdown) | Sets the output value. The options are: <ul><li>**Model**</li><li>**InverseModel**</li><li>**View**</li><li>**InverseView**</li><li>**Projection**</li><li>**InverseProjection**</li><li>**ViewProjection**</li><li>**InverseViewProjection**</li></ul> |
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## Generated Code Example
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The following example code represents one possible outcome of this node per mode.
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**Model**
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```
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float4x4 _TransformationMatrix_Out = UNITY_MATRIX_M;
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```
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**InverseModel**
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```
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float4x4 _TransformationMatrix_Out = UNITY_MATRIX_I_M;
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```
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**View**
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```
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float4x4 _TransformationMatrix_Out = UNITY_MATRIX_V;
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```
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**InverseView**
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```
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float4x4 _TransformationMatrix_Out = UNITY_MATRIX_I_V;
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```
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**Projection**
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```
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float4x4 _TransformationMatrix_Out = UNITY_MATRIX_P;
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```
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**InverseProjection**
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```
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float4x4 _TransformationMatrix_Out = UNITY_MATRIX_I_P;
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```
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**ViewProjection**
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```
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float4x4 _TransformationMatrix_Out = UNITY_MATRIX_VP;
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```
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**InverseViewProjection**
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```
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float4x4 _TransformationMatrix_Out = UNITY_MATRIX_I_VP;
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```
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