Math.Unproject¶
Name | Mandatory | Description | Default | Type |
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⬅️ Input |
Takes a float3 vector representing the 3D vector where x and y are screen coordinates, and z is the depth value in screen space. | Float3 |
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Output ➡️ |
Outputs a float3 vector representing the unprojected 3D point in world space. | Float3 |
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Matrix |
No | The combined 4x4 view-projection matrix (sequence of four float4 vectors) to use. | none |
[Float4](4) Var([Float4](4)) |
ScreenSize |
No | The float2 vector representing the size of the screen or viewport in pixels. | none |
Float2 Var(Float2) |
DepthRange |
No | The float2 vector representing the range of depth values (near and far planes). Default is [0, 1]. | none |
None Float2 Var(Float2) |
FlipY |
No | Flip Y coordinate (on by default) | true |
None Bool Var(Var(Bool)) |
This shard converts 2D screen coordinates back to 3D world coordinates using the inverse of a view-projection matrix. Both 3D and 2D coordinates are represented as float3 vectors (vectors with 3 float elements).It performs the reverse operation of the projection pipeline, including inverse matrix multiplication, and coordinate space transformations using the 4x4 view-projection matrix specified in the Matrix parameter and the screen size in the ScreenSize parameter.