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  • == World To Camera Matrix Node == ...ode returns something in the likes of the view matrix which can be used to transform a position or direction from World to View/Camera space.<br/> ...
    1 KB (173 words) - 00:06, 2 December 2023
  • ...ty_Products:Amplify_Shader_Editor/World_To_Object_Matrix|World To Object]] matrix. | Matrix to be inverted. ...
    894 bytes (123 words) - 00:06, 2 December 2023
  • == Camera To World Matrix Node == ...rns something in the likes of the inverse view matrix which can be used to transform a position or direction from View to World space.<br/> ...
    2 KB (228 words) - 00:06, 2 December 2023
  • == Transpose Model View Matrix Node == ...ose Model View Matrix node outputs the transpose of the current Model View Matrix. ...
    635 bytes (84 words) - 00:06, 2 December 2023
  • == Inverse Transpose Model View Matrix Node == ...l View Matrix node outputs the inverse transpose of the current Model View Matrix. ...
    674 bytes (88 words) - 00:06, 2 December 2023
  • ...its inverse according to the selected [[#paramProjectionMatrix|Projection Matrix]] option. ...e easier to use and you wont need to do an explicit multiplication between matrix and position/direction value. ...
    2 KB (246 words) - 00:06, 2 December 2023
  • == Vector From Matrix Node == ...rding to its selected [[#paramMode|Mode]] and [[#paramIndex|Index]] from a matrix specified on its [[#paramInput|Input]]. ...
    2 KB (304 words) - 00:06, 2 December 2023
  • == Transform Direction node == The Transform Direction node transforms a given direction vector between different spaces ...
    3 KB (464 words) - 00:06, 2 December 2023
  • == Transform Position Node == | To transform from tangent to another space an inverse TBN matrix(Tangent,Binormal,Normal) must be calculated. Inverting matrices in an heavy ...
    3 KB (440 words) - 00:06, 2 December 2023
  • ...s:Amplify_Shader_Editor/World_To_Object_Matrix|World To Object]] transform matrix.<br> ...
    2 KB (267 words) - 00:06, 2 December 2023
  • ...generates a 4x4 Matrix variable containing a total of 16 float components. Matrix variables cannot be set as shader properties so, unlike other property node <br/>'''NOTE:''' Most of the more commonly used transform matrices already have specific nodes like p.e. [[Unity_Products:Amplify_Sha ...
    3 KB (511 words) - 00:06, 2 December 2023
  • ...generates a 3x3 Matrix variable containing a total of 9 float components. Matrix variables cannot be set as shader properties so, unlike other property node <br/>'''NOTE:''' Most of the more commonly used transform matrices already have specific nodes like p.e. [[Unity_Products:Amplify_Sha ...
    3 KB (518 words) - 00:06, 2 December 2023
  • [[#Matrix Operators|Matrix Operators]]<br> [[#Matrix Transform|Matrix Transform]]<br> ...
    133 KB (17,957 words) - 00:06, 2 December 2023
  • ...to the object origin, this means the position values don't change whatever transform value your gameobject has. This is usually useful to use in the '''Local Ve ...e 3 coordinates position and one more. This is mostly useful to facilitate matrix transformation operations where the W value is needed with the value 1 or i ...
    2 KB (365 words) - 00:06, 2 December 2023
  • ...variable naming on certain operations over both 'Transform Position' and 'Transform Direction' nodes * Fixed issue with 'Object To World','World To Object' and 'Transform Position' nodes ...
    152 KB (22,096 words) - 00:06, 2 December 2023
  • ...pened ). Only nodes which represent variables ( Color, Float, Int, Vector, Matrix ) have a Parameter Type dropdown and can be set to Property. Default values * Ignore Rotation: Setting this on will ignore the billboard transform rotation. ...
    51 KB (8,089 words) - 00:06, 2 December 2023
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