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- [[Unity Products:Amplify Shader Editor/Scale Matrix|'''Scale Matrix''']] Scale Matrix ...387 bytes (53 words) - 00:06, 2 December 2023
- == Projection Matrix Node == ...ion Matrix node outputs the current Projection Matrix which can be used to transform either a position or direction vector from view space to clip space. ...993 bytes (136 words) - 00:06, 2 December 2023
- == Model Matrix Node == The Model Matrix node outputs the current Model Matrix which can be used to transform either a position or direction vector from object/local space to world spac ...977 bytes (137 words) - 00:06, 2 December 2023
- == View Matrix Node == The View Matrix node outputs the current View matrix which can be used to transform either a position or direction vector from world space to view/camera space ...980 bytes (139 words) - 00:06, 2 December 2023
- == Object To World Matrix Node == ...To World Matrix node outputs the current Model Matrix which can be used to transform either a position or direction vector from object/local space to world spac ...1 KB (171 words) - 00:06, 2 December 2023
- == Inverse View Matrix Node == ...erse View Matrix node returns the inverse view matrix which can be used to transform a position or direction from View to World space.<br/> ...986 bytes (138 words) - 00:06, 2 December 2023
- == Position From Transform Node == ...ion From Transform node retrieves the position vector from a 4x4 transform matrix set on its [[#paramInput|''Input'']] which effectively corresponds to its f ...2 KB (211 words) - 00:06, 2 December 2023
- == View Projection Matrix Node == ...atrix node outputs the current View Projection matrix which can be used to transform either a position or direction vector from world space to clip space. ...1 KB (142 words) - 00:06, 2 December 2023
- == Model View Matrix Node == ...iew Matrix node outputs the current Model View matrix which can be used to transform either a position or direction vector from object/local space to view/camer ...1,016 bytes (144 words) - 00:06, 2 December 2023
- == Inverse Projection Matrix Node == ...ion Matrix node returns the inverse projection matrix which can be used to transform a position or direction from Clip to View space. ...1 KB (159 words) - 00:06, 2 December 2023
- == World To Tangent Matrix Node == ...generated World TBN (Tangent,Binormal,Normal) matrix which can be used to transform a direction vector from world space to tangent space. ...1,022 bytes (143 words) - 00:06, 2 December 2023
- == World To Object Matrix Node == ...Matrix node outputs the current inverse model matrix which can be used to transform either a position or direction vector from world space to object/local spac ...1,021 bytes (143 words) - 00:06, 2 December 2023
- == Common Transform Matrices Node == ...Transform Matrices node outputs the selected matrix on its [[#paramMatrix|Matrix]] option. ...2 KB (226 words) - 00:06, 2 December 2023
- [[Unity Products:Amplify Shader Editor/Texture 0 Matrix|'''Texture 0 Matrix''']] Texture 0 Matrix ...402 bytes (54 words) - 00:06, 2 December 2023
- [[Unity Products:Amplify Shader Editor/Texture 1 Matrix|'''Texture 1 Matrix''']] Texture 1 Matrix ...402 bytes (54 words) - 00:06, 2 December 2023
- [[Unity Products:Amplify Shader Editor/Texture 2 Matrix|'''Texture 2 Matrix''']] Texture 2 Matrix ...402 bytes (54 words) - 00:06, 2 December 2023
- [[Unity Products:Amplify Shader Editor/Texture 3 Matrix|'''Texture 3 Matrix''']] Texture 3 Matrix ...402 bytes (54 words) - 00:06, 2 December 2023
- == Model View Matrix Projection Node == ...node outputs the current Model View Projection matrix which can be used to transform either a position or direction vector from object/local space to clip space ...1 KB (147 words) - 00:06, 2 December 2023
- == Inverse View Projection Matrix Node == ...atrix node returns the inverse view projection matrix which can be used to transform a position or direction from Clip to World space. ...1 KB (163 words) - 00:06, 2 December 2023
- == Projector Matrix node == The Projector Matrix node contains space transform information on the projector used by the current object. This node is typic ...1,017 bytes (139 words) - 00:06, 2 December 2023
- == 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