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UShaderLab/Shaders/Private/UEFunctions/Transform.ush
2026-07-01 17:18:09 +08:00

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// GENERATED by `ShaderLab.IDE.Prepare` — do not edit by hand.
// UE_ vector-space transforms: every (From,To) pair, both stages, composed via a world hub.
#pragma once
#include "/Plugin/ShaderLab/Private/UEFunctions/_EngineStubs.ush"
float3 UE_TransformTangentVectorToLocal(FMaterialPixelParameters Parameters, float3 V) { return WSMultiplyVector(TransformTangentVectorToWorld(Parameters.TangentToWorld, V), GetWorldToLocal(Parameters)); }
float3 UE_TransformTangentVectorToLocal(FMaterialVertexParameters Parameters, float3 V) { return WSMultiplyVector(TransformTangentVectorToWorld(Parameters.TangentToWorld, V), GetWorldToLocal(Parameters)); }
float3 UE_TransformTangentVectorToWorld(FMaterialPixelParameters Parameters, float3 V) { return TransformTangentVectorToWorld(Parameters.TangentToWorld, V); }
float3 UE_TransformTangentVectorToWorld(FMaterialVertexParameters Parameters, float3 V) { return TransformTangentVectorToWorld(Parameters.TangentToWorld, V); }
float3 UE_TransformTangentVectorToView(FMaterialPixelParameters Parameters, float3 V) { return mul(TransformTangentVectorToWorld(Parameters.TangentToWorld, V), (float3x3)ResolvedView.TranslatedWorldToView); }
float3 UE_TransformTangentVectorToView(FMaterialVertexParameters Parameters, float3 V) { return mul(TransformTangentVectorToWorld(Parameters.TangentToWorld, V), (float3x3)ResolvedView.TranslatedWorldToView); }
float3 UE_TransformTangentVectorToCamera(FMaterialPixelParameters Parameters, float3 V) { return mul(TransformTangentVectorToWorld(Parameters.TangentToWorld, V), (float3x3)ResolvedView.TranslatedWorldToCameraView); }
float3 UE_TransformTangentVectorToCamera(FMaterialVertexParameters Parameters, float3 V) { return mul(TransformTangentVectorToWorld(Parameters.TangentToWorld, V), (float3x3)ResolvedView.TranslatedWorldToCameraView); }
float3 UE_TransformTangentVectorToInstance(FMaterialPixelParameters Parameters, float3 V) { return WSMultiplyVector(TransformTangentVectorToWorld(Parameters.TangentToWorld, V), GetWorldToInstance(Parameters)); }
float3 UE_TransformTangentVectorToInstance(FMaterialVertexParameters Parameters, float3 V) { return WSMultiplyVector(TransformTangentVectorToWorld(Parameters.TangentToWorld, V), GetWorldToInstance(Parameters)); }
float3 UE_TransformLocalVectorToTangent(FMaterialPixelParameters Parameters, float3 V) { return TransformWorldVectorToTangent(Parameters.TangentToWorld, TransformLocalVectorToWorld(Parameters, V)); }
float3 UE_TransformLocalVectorToTangent(FMaterialVertexParameters Parameters, float3 V) { return TransformWorldVectorToTangent(Parameters.TangentToWorld, TransformLocalVectorToWorld(Parameters, V)); }
float3 UE_TransformLocalVectorToWorld(FMaterialPixelParameters Parameters, float3 V) { return TransformLocalVectorToWorld(Parameters, V); }
float3 UE_TransformLocalVectorToWorld(FMaterialVertexParameters Parameters, float3 V) { return TransformLocalVectorToWorld(Parameters, V); }
float3 UE_TransformLocalVectorToView(FMaterialPixelParameters Parameters, float3 V) { return mul(TransformLocalVectorToWorld(Parameters, V), (float3x3)ResolvedView.TranslatedWorldToView); }
float3 UE_TransformLocalVectorToView(FMaterialVertexParameters Parameters, float3 V) { return mul(TransformLocalVectorToWorld(Parameters, V), (float3x3)ResolvedView.TranslatedWorldToView); }
float3 UE_TransformLocalVectorToCamera(FMaterialPixelParameters Parameters, float3 V) { return mul(TransformLocalVectorToWorld(Parameters, V), (float3x3)ResolvedView.TranslatedWorldToCameraView); }
float3 UE_TransformLocalVectorToCamera(FMaterialVertexParameters Parameters, float3 V) { return mul(TransformLocalVectorToWorld(Parameters, V), (float3x3)ResolvedView.TranslatedWorldToCameraView); }
float3 UE_TransformLocalVectorToInstance(FMaterialPixelParameters Parameters, float3 V) { return WSMultiplyVector(TransformLocalVectorToWorld(Parameters, V), GetWorldToInstance(Parameters)); }
float3 UE_TransformLocalVectorToInstance(FMaterialVertexParameters Parameters, float3 V) { return WSMultiplyVector(TransformLocalVectorToWorld(Parameters, V), GetWorldToInstance(Parameters)); }
float3 UE_TransformWorldVectorToTangent(FMaterialPixelParameters Parameters, float3 V) { return TransformWorldVectorToTangent(Parameters.TangentToWorld, V); }
float3 UE_TransformWorldVectorToTangent(FMaterialVertexParameters Parameters, float3 V) { return TransformWorldVectorToTangent(Parameters.TangentToWorld, V); }
float3 UE_TransformWorldVectorToLocal(FMaterialPixelParameters Parameters, float3 V) { return WSMultiplyVector(V, GetWorldToLocal(Parameters)); }
float3 UE_TransformWorldVectorToLocal(FMaterialVertexParameters Parameters, float3 V) { return WSMultiplyVector(V, GetWorldToLocal(Parameters)); }
float3 UE_TransformWorldVectorToView(FMaterialPixelParameters Parameters, float3 V) { return mul(V, (float3x3)ResolvedView.TranslatedWorldToView); }
float3 UE_TransformWorldVectorToView(FMaterialVertexParameters Parameters, float3 V) { return mul(V, (float3x3)ResolvedView.TranslatedWorldToView); }
float3 UE_TransformWorldVectorToCamera(FMaterialPixelParameters Parameters, float3 V) { return mul(V, (float3x3)ResolvedView.TranslatedWorldToCameraView); }
float3 UE_TransformWorldVectorToCamera(FMaterialVertexParameters Parameters, float3 V) { return mul(V, (float3x3)ResolvedView.TranslatedWorldToCameraView); }
float3 UE_TransformWorldVectorToInstance(FMaterialPixelParameters Parameters, float3 V) { return WSMultiplyVector(V, GetWorldToInstance(Parameters)); }
float3 UE_TransformWorldVectorToInstance(FMaterialVertexParameters Parameters, float3 V) { return WSMultiplyVector(V, GetWorldToInstance(Parameters)); }
float3 UE_TransformViewVectorToTangent(FMaterialPixelParameters Parameters, float3 V) { return TransformWorldVectorToTangent(Parameters.TangentToWorld, mul(V, (float3x3)ResolvedView.ViewToTranslatedWorld)); }
float3 UE_TransformViewVectorToTangent(FMaterialVertexParameters Parameters, float3 V) { return TransformWorldVectorToTangent(Parameters.TangentToWorld, mul(V, (float3x3)ResolvedView.ViewToTranslatedWorld)); }
float3 UE_TransformViewVectorToLocal(FMaterialPixelParameters Parameters, float3 V) { return WSMultiplyVector(mul(V, (float3x3)ResolvedView.ViewToTranslatedWorld), GetWorldToLocal(Parameters)); }
float3 UE_TransformViewVectorToLocal(FMaterialVertexParameters Parameters, float3 V) { return WSMultiplyVector(mul(V, (float3x3)ResolvedView.ViewToTranslatedWorld), GetWorldToLocal(Parameters)); }
float3 UE_TransformViewVectorToWorld(FMaterialPixelParameters Parameters, float3 V) { return mul(V, (float3x3)ResolvedView.ViewToTranslatedWorld); }
float3 UE_TransformViewVectorToWorld(FMaterialVertexParameters Parameters, float3 V) { return mul(V, (float3x3)ResolvedView.ViewToTranslatedWorld); }
float3 UE_TransformViewVectorToCamera(FMaterialPixelParameters Parameters, float3 V) { return mul(mul(V, (float3x3)ResolvedView.ViewToTranslatedWorld), (float3x3)ResolvedView.TranslatedWorldToCameraView); }
float3 UE_TransformViewVectorToCamera(FMaterialVertexParameters Parameters, float3 V) { return mul(mul(V, (float3x3)ResolvedView.ViewToTranslatedWorld), (float3x3)ResolvedView.TranslatedWorldToCameraView); }
float3 UE_TransformViewVectorToInstance(FMaterialPixelParameters Parameters, float3 V) { return WSMultiplyVector(mul(V, (float3x3)ResolvedView.ViewToTranslatedWorld), GetWorldToInstance(Parameters)); }
float3 UE_TransformViewVectorToInstance(FMaterialVertexParameters Parameters, float3 V) { return WSMultiplyVector(mul(V, (float3x3)ResolvedView.ViewToTranslatedWorld), GetWorldToInstance(Parameters)); }
float3 UE_TransformCameraVectorToTangent(FMaterialPixelParameters Parameters, float3 V) { return TransformWorldVectorToTangent(Parameters.TangentToWorld, mul(V, (float3x3)ResolvedView.CameraViewToTranslatedWorld)); }
float3 UE_TransformCameraVectorToTangent(FMaterialVertexParameters Parameters, float3 V) { return TransformWorldVectorToTangent(Parameters.TangentToWorld, mul(V, (float3x3)ResolvedView.CameraViewToTranslatedWorld)); }
float3 UE_TransformCameraVectorToLocal(FMaterialPixelParameters Parameters, float3 V) { return WSMultiplyVector(mul(V, (float3x3)ResolvedView.CameraViewToTranslatedWorld), GetWorldToLocal(Parameters)); }
float3 UE_TransformCameraVectorToLocal(FMaterialVertexParameters Parameters, float3 V) { return WSMultiplyVector(mul(V, (float3x3)ResolvedView.CameraViewToTranslatedWorld), GetWorldToLocal(Parameters)); }
float3 UE_TransformCameraVectorToWorld(FMaterialPixelParameters Parameters, float3 V) { return mul(V, (float3x3)ResolvedView.CameraViewToTranslatedWorld); }
float3 UE_TransformCameraVectorToWorld(FMaterialVertexParameters Parameters, float3 V) { return mul(V, (float3x3)ResolvedView.CameraViewToTranslatedWorld); }
float3 UE_TransformCameraVectorToView(FMaterialPixelParameters Parameters, float3 V) { return mul(mul(V, (float3x3)ResolvedView.CameraViewToTranslatedWorld), (float3x3)ResolvedView.TranslatedWorldToView); }
float3 UE_TransformCameraVectorToView(FMaterialVertexParameters Parameters, float3 V) { return mul(mul(V, (float3x3)ResolvedView.CameraViewToTranslatedWorld), (float3x3)ResolvedView.TranslatedWorldToView); }
float3 UE_TransformCameraVectorToInstance(FMaterialPixelParameters Parameters, float3 V) { return WSMultiplyVector(mul(V, (float3x3)ResolvedView.CameraViewToTranslatedWorld), GetWorldToInstance(Parameters)); }
float3 UE_TransformCameraVectorToInstance(FMaterialVertexParameters Parameters, float3 V) { return WSMultiplyVector(mul(V, (float3x3)ResolvedView.CameraViewToTranslatedWorld), GetWorldToInstance(Parameters)); }
float3 UE_TransformInstanceVectorToTangent(FMaterialPixelParameters Parameters, float3 V) { return TransformWorldVectorToTangent(Parameters.TangentToWorld, WSMultiplyVector(V, GetInstanceToWorld(Parameters))); }
float3 UE_TransformInstanceVectorToTangent(FMaterialVertexParameters Parameters, float3 V) { return TransformWorldVectorToTangent(Parameters.TangentToWorld, WSMultiplyVector(V, GetInstanceToWorld(Parameters))); }
float3 UE_TransformInstanceVectorToLocal(FMaterialPixelParameters Parameters, float3 V) { return WSMultiplyVector(WSMultiplyVector(V, GetInstanceToWorld(Parameters)), GetWorldToLocal(Parameters)); }
float3 UE_TransformInstanceVectorToLocal(FMaterialVertexParameters Parameters, float3 V) { return WSMultiplyVector(WSMultiplyVector(V, GetInstanceToWorld(Parameters)), GetWorldToLocal(Parameters)); }
float3 UE_TransformInstanceVectorToWorld(FMaterialPixelParameters Parameters, float3 V) { return WSMultiplyVector(V, GetInstanceToWorld(Parameters)); }
float3 UE_TransformInstanceVectorToWorld(FMaterialVertexParameters Parameters, float3 V) { return WSMultiplyVector(V, GetInstanceToWorld(Parameters)); }
float3 UE_TransformInstanceVectorToView(FMaterialPixelParameters Parameters, float3 V) { return mul(WSMultiplyVector(V, GetInstanceToWorld(Parameters)), (float3x3)ResolvedView.TranslatedWorldToView); }
float3 UE_TransformInstanceVectorToView(FMaterialVertexParameters Parameters, float3 V) { return mul(WSMultiplyVector(V, GetInstanceToWorld(Parameters)), (float3x3)ResolvedView.TranslatedWorldToView); }
float3 UE_TransformInstanceVectorToCamera(FMaterialPixelParameters Parameters, float3 V) { return mul(WSMultiplyVector(V, GetInstanceToWorld(Parameters)), (float3x3)ResolvedView.TranslatedWorldToCameraView); }
float3 UE_TransformInstanceVectorToCamera(FMaterialVertexParameters Parameters, float3 V) { return mul(WSMultiplyVector(V, GetInstanceToWorld(Parameters)), (float3x3)ResolvedView.TranslatedWorldToCameraView); }