Unity Products:Amplify Shader Editor/Matrix4X4
Matrix4X4 Node
The Matrix4x4 node generates a 4x4 Matrix variable containing a total of 16 float components. Matrix variables cannot be set as shader properties so, unlike other property nodes like Float or Vector4, their Type can only be set as Constant or Global. These type of data structures are commonly used on different situations like transforming data between different coordinate spaces, per example transforming a position from local to world space, rotating vector position or directions among others.
NOTE: Most of the more commonly used transform matrices already have specific nodes like p.e. Object To World or World To Object.
Node Parameter | Description | Default Value |
---|---|---|
Type | A set of ways the value behaves in different situations.
|
Constant |
Name | Name to used on generating the shader Global Variable name if its type is set to Global. Otherwise it is ignored but still useful for organization purposes | Matrix # |
Variable Mode | Defines if the current global variable is to be created on the current shader.
|
Create |
Auto-Register | If toggled on, creates the property and/or global variable even if not connected to an Output node | Off |
Precision | Defines the amount of bytes the variable can hold, effectively defining how precise the value is. It's usefulness is bond by the hardware specifications necessary. Lowest precision is slightly faster but might produce errors and artifacts.
|
Float |
Default Value | This is the value the shader currently holds. It's also the default value that is used when a new material is created with this shader. | 0 |