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  • == Position From Transform Node == The Position From Transform node retrieves the position vector from a 4x4 transform matrix set on its [[#paramInput|''Input'']] which effectively corresponds t ...
    2 KB (211 words) - 00:06, 2 December 2023
  • == World Transform Params Node == The World Transform Params node contains information about the current transform, more specifically W is usually 1.0, or -1.0 for odd-negative scale transfo ...
    781 bytes (101 words) - 00:06, 2 December 2023
  • ...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 ...m Position]] or [[Unity_Products:Amplify_Shader_Editor/Transform_Direction|Transform Direction]] as they are easier to use and you wont need to do an explicit m ...
    1 KB (171 words) - 00:06, 2 December 2023
  • ...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. ...m Position]] or [[Unity_Products:Amplify_Shader_Editor/Transform_Direction|Transform Direction]] as they are easier to use and you wont need to do an explicit m ...
    993 bytes (136 words) - 00:06, 2 December 2023
  • 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 ...m Position]] or [[Unity_Products:Amplify_Shader_Editor/Transform_Direction|Transform Direction]] as they are easier to use and you wont need to do an explicit m ...
    977 bytes (137 words) - 00:06, 2 December 2023
  • 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 ...m Position]] or [[Unity_Products:Amplify_Shader_Editor/Transform_Direction|Transform Direction]] as they are easier to use and you wont need to do an explicit m ...
    980 bytes (139 words) - 00:06, 2 December 2023
  • ...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/> ...m Position]] or [[Unity_Products:Amplify_Shader_Editor/Transform_Direction|Transform Direction]] as they are easier to use and you wont need to do an explicit m ...
    986 bytes (138 words) - 00:06, 2 December 2023
  • ...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. ...m Position]] or [[Unity_Products:Amplify_Shader_Editor/Transform_Direction|Transform Direction]] as they are easier to use and you wont need to do an explicit m ...
    1 KB (142 words) - 00:06, 2 December 2023
  • ...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 ...m Position]] or [[Unity_Products:Amplify_Shader_Editor/Transform_Direction|Transform Direction]] as they are easier to use and you wont need to do an explicit m ...
    1,016 bytes (144 words) - 00:06, 2 December 2023
  • == Common Transform Matrices Node == The Common Transform Matrices node outputs the selected matrix on its [[#paramMatrix|Matrix]] op ...
    2 KB (226 words) - 00:06, 2 December 2023
  • ...generated World TBN (Tangent,Binormal,Normal) matrix which can be used to transform a direction vector from world space to tangent space. ...m Position]] or [[Unity_Products:Amplify_Shader_Editor/Transform_Direction|Transform Direction]] as they are easier to use and you wont need to do an explicit m ...
    1,022 bytes (143 words) - 00:06, 2 December 2023
  • ...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 ...m Position]] or [[Unity_Products:Amplify_Shader_Editor/Transform_Direction|Transform Direction]] as they are easier to use and you wont need to do an explicit m ...
    1,021 bytes (143 words) - 00:06, 2 December 2023
  • ...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 ...m Position]] or [[Unity_Products:Amplify_Shader_Editor/Transform_Direction|Transform Direction]] as they are easier to use and you wont need to do an explicit m ...
    1 KB (147 words) - 00:06, 2 December 2023
  • ...ion Matrix node returns the inverse projection matrix which can be used to transform a position or direction from Clip to View space. ...m Position]] or [[Unity_Products:Amplify_Shader_Editor/Transform_Direction|Transform Direction]] as they are easier to use and you wont need to do an explicit m ...
    1 KB (159 words) - 00:06, 2 December 2023
  • ...atrix node returns the inverse view projection matrix which can be used to transform a position or direction from Clip to World space. ...m Position]] or [[Unity_Products:Amplify_Shader_Editor/Transform_Direction|Transform Direction]] as they are easier to use and you wont need to do an explicit m ...
    1 KB (163 words) - 00:06, 2 December 2023
  • ...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/> ...m Position]] or [[Unity_Products:Amplify_Shader_Editor/Transform_Direction|Transform Direction]] as they are easier to use and you wont need to do an explicit m ...
    1 KB (173 words) - 00:06, 2 December 2023
  • == Texture Transform node == The Texture Transform node gives access to a texture tiling and offset as it is set over the mate ...
    2 KB (212 words) - 00:06, 2 December 2023
  • [[Category:Nodes]][[Category:Transform]] ...
    146 bytes (20 words) - 00:06, 2 December 2023
  • [[Category:Nodes]][[Category:Transform]] ...
    146 bytes (20 words) - 00:06, 2 December 2023
  • [[Category:Nodes]][[Category:Transform]] ...
    146 bytes (20 words) - 00:06, 2 December 2023
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