Math.Unproject¶
| Name | Mandatory | Description | Default | Type | 
|---|---|---|---|---|
| ⬅️ Input | Takes a float3 vector representing the 3D vector where x and y are screen coordinates, and z is the depth value in screen space. | Float3 | ||
| Output ➡️ | Outputs a float3 vector representing the unprojected 3D point in world space. | Float3 | ||
| Matrix | No | The combined 4x4 view-projection matrix (sequence of four float4 vectors) to use. | none | [Float4](4)Var([Float4](4)) | 
| ScreenSize | No | The float2 vector representing the size of the screen or viewport in pixels. | none | Float2Var(Float2) | 
| DepthRange | No | The float2 vector representing the range of depth values (near and far planes). Default is [0, 1]. | none | NoneFloat2Var(Float2) | 
| FlipY | No | Flip Y coordinate (on by default) | true | NoneBoolVar(Var(Bool)) | 
This shard converts 2D screen coordinates back to 3D world coordinates using the inverse of a view-projection matrix. Both 3D and 2D coordinates are represented as float3 vectors (vectors with 3 float elements).It performs the reverse operation of the projection pipeline, including inverse matrix multiplication, and coordinate space transformations using the 4x4 view-projection matrix specified in the Matrix parameter and the screen size in the ScreenSize parameter.