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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
- 141 bytes (20 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
- == 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 ...3 KB (440 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
- == 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
Page text matches
- == 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
- ...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
- ...e object origin, this means the normal vector values don't change whatever transform value your game object has. This is usually useful to use in the '''Local V ...2 KB (270 words) - 00:06, 2 December 2023
- [[Category:Nodes]][[Category:Object Transform]] ...2 KB (226 words) - 00:06, 2 December 2023
- [[Category:Nodes]][[Category:Object Transform]] ...2 KB (223 words) - 00:06, 2 December 2023
- [[Unity_Products:Amplify_Shader_Editor/World_Transform_Params|World Transform Params]], ...2 KB (295 words) - 00:06, 2 December 2023
- | Vector retrieved from transform matrix. ...2 KB (304 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 ...2 KB (365 words) - 00:06, 2 December 2023
- *UV Coordinates - Offseted UVs, transform if needed, plug into the Texture Sampler UV Input Port. ...2 KB (360 words) - 00:06, 2 December 2023
- [[#Matrix Transform|Matrix Transform]]<br> [[#Object Transform|Object Transform]]<br> ...133 KB (17,957 words) - 00:06, 2 December 2023
- | Define on which transform space the specified normal vector is on. ...3 KB (498 words) - 00:06, 2 December 2023
- <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