docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Screen Position Node

    Description

    Provides access to the screen position of the mesh vertex or fragment. The X and Y values represent the horizontal and vertical positions respectively. Use the Mode dropdown control to select the mode of the output value. The available modes are as follows:

    • Default - Returns X and Y values that represent the normalized Screen Position. The normalized Screen Position is the Screen Position divided by the clip space position W component. The X and Y value ranges are between 0 and 1 with position float2(0,0) at the lower left corner of the screen. The Z and W values aren't used in this mode, so they're always 0.

    • Raw - Returns the raw Screen Position values, which are the Screen Position values before the clip space position W component is divided out. Position float2(0,0) is at the lower left corner of the screen. This mode is useful for projection.

    • Center - Returns X and Y values that represent the normalized Screen Position offset so position float2(0,0) is at the center of the screen. The range of the X and Y values is –1 to 1. The Z and W values aren't used in this mode, so they're always 0.

    • Tiled - Returns Screen Position offset so position float2(0,0) is at the center of the screen and tiled using frac.

    • Pixel - Returns Screen Position in terms of the actual pixel width and height values of the screen. In this mode, position float2(0,0) is at the lower left corner of the screen. Whereas the range of Default mode is always 0 to 1, the range of Pixel mode depends on the screen resolution. The Z and W values aren't used in this mode, so they're always 0.

    Ports

    Name Direction Type Binding Description
    Out Output Vector 4 None Get the Screen Position of the mesh.

    Controls

    Name Type Options Description
    Mode Dropdown Default, Raw, Center, Tiled, Pixel Select which coordinate space to use for the Screen Position output.

    Generated Code Example

    The following code examples represent one possible outcome for each mode.

    Default

    float4 Out = float4(IN.NDCPosition.xy, 0, 0);
    

    Raw

    float4 Out = IN.ScreenPosition;
    

    Center

    float4 Out = float4(IN.NDCPosition.xy * 2 - 1, 0, 0);
    

    Tiled

    float4 Out = frac(float4((IN.NDCPosition.x * 2 - 1) * _ScreenParams.x / _ScreenParams.y, IN.{0}.y * 2 - 1, 0, 0));
    

    Pixel

    float4 Out = float4(IN.PixelPosition.xy, 0, 0);
    

    Did you find this page useful? Please give it a rating:

    Thanks for rating this page!

    Report a problem on this page

    What kind of problem would you like to report?

    • This page needs code samples
    • Code samples do not work
    • Information is missing
    • Information is incorrect
    • Information is unclear or confusing
    • There is a spelling/grammar error on this page
    • Something else

    Thanks for letting us know! This page has been marked for review based on your feedback.

    If you have time, you can provide more information to help us fix the problem faster.

    Provide more information

    You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:

    You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:

    You've told us there is information missing from this page. Please tell us more about what's missing:

    You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:

    You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:

    You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:

    You've told us this page has a problem. Please tell us more about what's wrong:

    Thank you for helping to make the Unity documentation better!

    Your feedback has been submitted as a ticket for our documentation team to review.

    We are not able to reply to every ticket submitted.

    In This Article
    • Description
    • Ports
    • Controls
    • Generated Code Example
    Back to top
    Copyright © 2025 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)