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    Object Node

    Description

    Provides access to various parameters of the currently rendering Object.

    Note: The behaviour of the Position Port can be defined per Render Pipeline. Different Render Pipelines may produce different results. If you're building a shader in one Render Pipeline that you want to use in both, try checking it in both pipelines before production.

    Unity Render Pipelines Support

    • Universal Render Pipeline
    • High Definition Render Pipeline

    Ports

    Name Direction Type Binding Description
    Position Output Vector 3 None Object position in world space
    Scale Output Vector 3 None Object scale in world space
    World Bounds Min Output Vector 3 None Minimum value of the renderer bounds in world space
    World Bounds Max Output Vector 3 None Maximum value of the renderer bounds in world space
    Bounds Size Output Vector 3 None Size of the renderer bounds

    Note: the bounds values are the equivalent of the bounds in the renderer component. This means that vertex deformation done in ShaderGraph doesn't affect these values.

    Generated Code Example

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

    float3 _Object_Position = SHADERGRAPH_OBJECT_POSITION;
    float3 _Object_Scale = float3(length(float3(UNITY_MATRIX_M[0].x, UNITY_MATRIX_M[1].x, UNITY_MATRIX_M[2].x)),
                                 length(float3(UNITY_MATRIX_M[0].y, UNITY_MATRIX_M[1].y, UNITY_MATRIX_M[2].y)),
                                 length(float3(UNITY_MATRIX_M[0].z, UNITY_MATRIX_M[1].z, UNITY_MATRIX_M[2].z)));
    float3 _Object_WorldBoundsMin = SHADERGRAPH_RENDERER_BOUNDS_MIN;
    float3 _Object_WorldBoundsMax = SHADERGRAPH_RENDERER_BOUNDS_MAX;
    float3 _Object_BoundsSize = (SHADERGRAPH_RENDERER_BOUNDS_MAX - SHADERGRAPH_RENDERER_BOUNDS_MIN);
    
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