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- ...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/> ...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 ...2 KB (228 words) - 00:06, 2 December 2023
- The Projector Matrix node contains space transform information on the projector used by the current object. This node is typic [[Category:Nodes]][[Category:Matrix Transform]] ...1,017 bytes (139 words) - 00:06, 2 December 2023
- ...Input]]. For transform matrices, the inverse matrix represents the inverse transform between each spaces, p.e. inverting [[Unity_Products:Amplify_Shader_Editor/ ...894 bytes (123 words) - 00:06, 2 December 2023
- ...sform Direction]] as they are both more completes node that allow multiple transform setups. [[Category:Nodes]][[Category:Object Transform]] ...2 KB (271 words) - 00:06, 2 December 2023
- ...ition since the w channel value is important when doing a positional space transform. On these situations a new w channel with a value 1 should be appended to t For the inverse Object To World transform please check the [[Unity_Products:Amplify_Shader_Editor/Object_To_World|Obj ...3 KB (410 words) - 00:06, 2 December 2023
- ...ition since the w channel value is important when doing a positional space transform. On these situations a new w channel with a value 1 should be appended to t For the inverse World To Object transform please check the [[Unity_Products:Amplify_Shader_Editor/World_To_Object|Wor ...3 KB (426 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
- [[Category:Nodes]][[Category:Matrix Transform]] ...387 bytes (53 words) - 00:06, 2 December 2023
- [[Category:Nodes]][[Category:Matrix Transform]] ...402 bytes (54 words) - 00:06, 2 December 2023
- [[Category:Nodes]][[Category:Matrix Transform]] ...402 bytes (54 words) - 00:06, 2 December 2023
- [[Category:Nodes]][[Category:Matrix Transform]] ...402 bytes (54 words) - 00:06, 2 December 2023
- [[Category:Nodes]][[Category:Matrix Transform]] ...402 bytes (54 words) - 00:06, 2 December 2023
- == Transform Position Node == | To transform from tangent to another space an inverse TBN matrix(Tangent,Binormal,Normal ...3 KB (440 words) - 00:06, 2 December 2023
- ...sform Direction]] as they are both more completes node that allow multiple transform setups. [[Category:Nodes]][[Category:Object Transform]] ...3 KB (391 words) - 00:06, 2 December 2023
- ...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 ...2 KB (246 words) - 00:06, 2 December 2023
- ...ty_Products:Amplify_Shader_Editor/World_To_Object_Matrix|World To Object]] transform matrix.<br> ...2 KB (267 words) - 00:06, 2 December 2023
- [[Category:Nodes]][[Category:Matrix Transform]] ...635 bytes (84 words) - 00:06, 2 December 2023
- [[Category:Nodes]][[Category:Matrix Transform]] ...674 bytes (88 words) - 00:06, 2 December 2023
- [[Unity_Products:Amplify_Shader_Editor/World_Transform_Params|World Transform Params]], ...1 KB (163 words) - 00:06, 2 December 2023
- ...point in the surface. The position values take into account the gameobject transform so they change accordingly to the gameobject position, rotation and size. T ...2 KB (256 words) - 00:06, 2 December 2023