2021-06-25 07:50:12 -04:00

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# Transformation Matrix Node
## Description
Defines a constant **Matrix 4x4** value for a common **Transformation Matrix** in the shader. The **Transformation Matrix** can be selected from the dropdown parameter.
## Ports
| Name | Direction | Type | Binding | Description |
|:------------ |:-------------|:-----|:---|:---|
| Out | Output | Matrix 4 | None | Output value |
## Controls
| Name | Type | Options | Description |
|:------------ |:-------------|:-----|:---|
| | Dropdown | Model, InverseModel, View, InverseView, Projection, InverseProjection, ViewProjection, InverseViewProjection | Sets output value |
## Generated Code Example
The following example code represents one possible outcome of this node per mode.
**Model**
```
float4x4 _TransformationMatrix_Out = UNITY_MATRIX_M;
```
**InverseModel**
```
float4x4 _TransformationMatrix_Out = UNITY_MATRIX_I_M;
```
**View**
```
float4x4 _TransformationMatrix_Out = UNITY_MATRIX_V;
```
**InverseView**
```
float4x4 _TransformationMatrix_Out = UNITY_MATRIX_I_V;
```
**Projection**
```
float4x4 _TransformationMatrix_Out = UNITY_MATRIX_P;
```
**InverseProjection**
```
float4x4 _TransformationMatrix_Out = UNITY_MATRIX_I_P;
```
**ViewProjection**
```
float4x4 _TransformationMatrix_Out = UNITY_MATRIX_VP;
```
**InverseViewProjection**
```
float4x4 _TransformationMatrix_Out = UNITY_MATRIX_I_VP;
```