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Question by markashburner · Mar 19, 2018 at 09:05 AM · shadershader programmingshaderlab

'UnityObjectToClipPos': cannot implicitly convert from 'float4x4' to 'float4'?

Hi I see this error comes up a lot, especially when Unity updated to 5.6

Is there a way to get around this syntax error?

float4x4 vp = UnityObjectToClipPos(unity_WorldToObject);

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avatar image Namey5 · Apr 21, 2018 at 10:41 PM 0
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Are you intentionally multiplying a matrix with another matrix? What is the context for this line/the vp variable?

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Answer by Bunny83 · Apr 22, 2018 at 02:19 AM

The "UnityObjectToClipPos" method always expected a vector as parameter and not a matrix. It's defined like this:

 // Tranforms position from object to homogenous space
 inline float4 UnityObjectToClipPos(in float3 pos)
 {
 #if defined(STEREO_CUBEMAP_RENDER_ON)
     return UnityObjectToClipPosODS(pos);
 #else
     // More efficient than computing M*VP matrix product
     return mul(UNITY_MATRIX_VP, mul(unity_ObjectToWorld, float4(pos, 1.0)));
 #endif
 }

Taken from Unity\Editor\Data\CGIncludes\UnityShaderUtilities.cginc. However since it seems you want to create a matrix that takes a world space coordinate into clipspace you just have to use the "UNITY_MATRIX_VP" matrix which does exactly this. It expects a world point and transforms it into view space using the camera matrix (V) and finally transforms the point into clipspace by using the projection matrix (P)

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