Particle Transforms node
Description
The Particle Transforms node transforms a mesh particle's position, normal, and tangent from Object (particle) space to Object (system) space, using the per-particle transform matrix that the Particle System supplies through GPU instancing.
Use this node when a Particle System uses Mesh render mode with GPU Instancing enabled. When GPU Instancing is disabled, or the render mode isn't Mesh, the node passes each value through unchanged.
This node is a Reflected Function node. Its ports and behavior come from the TransformParticleMesh HLSL function in Packages/com.unity.render-pipelines.core/ShaderLibrary/ParticlesInstancing.hlsl.
This node relies on the particle instancing data buffer. To use it, add the following pragma to the Preprocessor Directives field in Graph Settings:
instancing_options procedural:ParticleInstancingSetup
Ports
| Name | Direction | Type | Binding | Description |
|---|---|---|---|---|
| Position | Input | Vector 3 | Position (Object) | The vertex or fragment position to transform. When not connected, defaults to the Object space output of the Position node. |
| Normal | Input | Vector 3 | Normal (Object) | The normal to transform. When not connected, defaults to the Object space output of the Normal Vector node. |
| Tangent | Input | Vector 3 | Tangent (Object) | The tangent to transform. When not connected, defaults to the Object space output of the Tangent Vector node. |
| Position | Output | Vector 3 | None | The position, transformed to Object (system) space when GPU Instancing is active. |
| Normal | Output | Vector 3 | None | The normal, transformed to Object (system) space when GPU Instancing is active. |
| Tangent | Output | Vector 3 | None | The tangent, transformed to Object (system) space when GPU Instancing is active. |
Create Node menu category
The Particle Transforms node is under the VFX > Particles category in the Create Node menu.