# Transformation Matrix Node ## Description Defines a constant **Matrix 4x4** value for a common **Transformation Matrix** in the shader. The **Transformation Matrix** can be selected from the dropdown parameter. ## Ports | Name | Direction | Type | Binding | Description | |:------------ |:-------------|:-----|:---|:---| | Out | Output | Matrix 4 | None | Output value | ## Controls | Name | Type | Options | Description | |:------------ |:-------------|:-----|:---| | | Dropdown | Model, InverseModel, View, InverseView, Projection, InverseProjection, ViewProjection, InverseViewProjection | Sets output value | ## Generated Code Example The following example code represents one possible outcome of this node per mode. **Model** ``` float4x4 _TransformationMatrix_Out = UNITY_MATRIX_M; ``` **InverseModel** ``` float4x4 _TransformationMatrix_Out = UNITY_MATRIX_I_M; ``` **View** ``` float4x4 _TransformationMatrix_Out = UNITY_MATRIX_V; ``` **InverseView** ``` float4x4 _TransformationMatrix_Out = UNITY_MATRIX_I_V; ``` **Projection** ``` float4x4 _TransformationMatrix_Out = UNITY_MATRIX_P; ``` **InverseProjection** ``` float4x4 _TransformationMatrix_Out = UNITY_MATRIX_I_P; ``` **ViewProjection** ``` float4x4 _TransformationMatrix_Out = UNITY_MATRIX_VP; ``` **InverseViewProjection** ``` float4x4 _TransformationMatrix_Out = UNITY_MATRIX_I_VP; ```