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How to get a world transform matrix in my custom shader node?

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zitong2000
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How to get a world transform matrix in my custom shader node?

I am trying to implement a custom Shader Node. I'm attempting to write a simple Lambert shader from scratch by mimicking the lambertShader and depthShader in the devkit.

 

Now, I want to obtain the transformation matrix from object space to world space, but I don't know how to retrieve and pass it into the shader override.

 

I've seen relevant keywords in the documentation, but using them hasn't been effective.

 

Shading Node Overrides 

Shader semantics supported by Viewport 2.0 

 

Just like the following. It doesn't take effect.

<properties>
    <float4x4 name="world" semantic="world" />
</properties>

 

 

There is a lack of comprehensive documentation and resources. The examples in the devkit are quite basic, and I'm unsure how to pursue a more in-depth understanding.

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