Rasagar/Library/PackageCache/com.unity.shadergraph/Documentation~/Screen-Position-Node.md
2024-08-26 23:07:20 +03:00

64 lines
2.6 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

# 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);
```