How to create 'world to tangent matrix' in shader graph?

I don’t know how to create it in shader graph.

https://docs.unity3d.com/Packages/com.unity.shadergraph@7.3/manual/Transform-Node.html

i find that i want, BUT how to do it in graph system?

float3x3 tangentTransform_World = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
float3 _Transform_Out = TransformWorldToTangent(In, tangentTransform_World);

I guess I don’t understand the question, and I’m not familiar with the previous shader GUI system you have a screenshot of above.

If you want to transform a direction vector from world to tangent space in SG, you do this:

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1 Like

https://www.youtube.com/watch?v=LLUUIAKFgWg

ths for help with “world to tangent”. I also have a question. How he uses Multiply with A B C? Can i get it in shader graph? How to create a “centre fade” in shader graph?

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