Transform Node

Description

Returns the result of transforming the value of input In from one coordinate space to another. The spaces to transform from and to are defined the values of the dropdowns on the node.

Ports

Name Direction Type Description
In Input Vector 3 Input value
Out Output Vector 3 Output value

Controls

Name Type Options Description
From Dropdown Object, View, World, Tangent Selects the space to convert from
To Dropdown Object, View, World, Tangent Selects the space to convert to

Generated Code Example

The following example code represents one possible outcome of this node per Base mode.

World > World

float3 _Transform_Out = In;

World > Object

float3 _Transform_Out = TransformWorldToObject(In);

World > Tangent

float3x3 tangentTransform_World = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
float3 _Transform_Out = TransformWorldToTangent(In, tangentTransform_World);

World > View

float3 _Transform_Out = TransformWorldToView(In);

Object > World

float3 _Transform_Out = TransformObjectToWorld(In);

Object > Object

float3 _Transform_Out = In;

Object > Tangent

float3x3 tangentTransform_World = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
float3 _Transform_Out = TransformWorldToTangent(TransformObjectToWorld(In), tangentTransform_World);

Object > View

float3 _Transform_Out = TransformWorldToView(TransformObjectToWorld(In));

Tangent > World

float3x3 transposeTangent = transpose(float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal));
float3 _Transform_Out = mul(In, transposeTangent).xyz;

Tangent > Object

float3x3 transposeTangent = transpose(float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal));
float3 _Transform_Out = TransformWorldToObject(mul(In, transposeTangent).xyz);

Tangent > Tangent

float3 _Transform_Out = In;

Tangent > View

float3x3 transposeTangent = transpose(float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal));
float3 _Transform_Out = TransformWorldToView(mul(In, transposeTangent).xyz);

View > World

float3 _Transform_Out = mul(UNITY_MATRIX_I_V, float4(In, 1)).xyz;

View > Object

float3 _Transform_Out = TransformWorldToObject(mul(UNITY_MATRIX_I_V, float4(In, 1) ).xyz);

View > Tangent

float3x3 tangentTransform_World = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
float3 _Transform_Out = TransformWorldToTangent(mul(UNITY_MATRIX_I_V, float4(In, 1) ).xyz, tangentTransform_World);

View > View

float3 _Transform_Out = In;