Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by homer_3 · Feb 12, 2017 at 09:57 PM · mathcoordinate-system

Shader local space doesn't match object local space?

I have a shader that I'm using to add an alpha cutoff to an object so anything past the given point isn't rendered. For that I'm using

 void vert (inout appdata_full v, out Input o) {
    UNITY_INITIALIZE_OUTPUT(Input,o);
    o.localPos = mul(_World2Object, v.vertex).xyz;
  }
 
 void surf (Input IN, inout SurfaceOutputStandard o) {        
     if (IN.localPos.z > _Cutoff)
     {
         discard;
     }
     else
     {
         fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
         o.Albedo = c.rgb;
     }
     o.Alpha = _Alpha;
     o.Metallic = _Metallic;
     o.Smoothness = _Glossiness;
 }

In order to set the _Cutoff parameter, when some object (A) collides with the object (B) that has this shader, I want to get the position of A in B's local space. Then I should just be able to set _Cutoff to the z value. So I get that local position using

 Vector3 locPos = B.transform.InverseTransformPoint(A.transform.position);

But as A passes through B, its range of local Z values is completely different than the range of values I used to test the shader so the object goes from invisible to fully visible. Shouldn't these values be in the same coordinate system here? How do I get these 2 local coordinate systems to match up?

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image tcz8 · Feb 13, 2017 at 06:54 PM 0
Share

Why dont you convert everything to world coordinates and work from there?

2 Replies

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by homer_3 · Feb 14, 2017 at 03:59 AM

Using

 o.localPos = v.vertex.xyz;

in my vertex shader seemed to get it. I guess the vertex comes into the vertex shader in local coords already?

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by tcz8 · Feb 13, 2017 at 07:12 PM

You can convert an object's local coords to match that of another object by converting the first object's coords to worldspace and then back to the object space of the 2nd BUT it may be easier to just convert everything to worldspace and work from there.

Your choice.

This should work:

 // Convert object space to world space
 float4 NewCoord = mul(_Object2World, CoordToConvert);
 
 // Convert worldspace to object space
 float4 NewCoord = mul(_World2Object, CoordToConvert);

See the built in shaderlab varialbes here (including all transform matrix): https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html

Good Luck.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

66 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Is it possible to rotate coordinate system instead of object? 1 Answer

Hexagon Grid 1 Answer

Unity is a Left-Handed Coordinate System? Why? 5 Answers

Getting UI into the right position after releasing drag 1 Answer

How to get a vector3 (postion) 1 unit away from another in the direction of a 3rd vector3? 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges