# Particle Transforms node ## Description The Particle Transforms node transforms a mesh particle's position, normal, and tangent from Object (particle) space to Object (system) space, using the per-particle transform matrix that the Particle System supplies through GPU instancing. Use this node when a Particle System uses **Mesh** render mode with **GPU Instancing** enabled. When GPU Instancing is disabled, or the render mode isn't **Mesh**, the node passes each value through unchanged. This node is a [Reflected Function node](Reflected-Function-Node.md). Its ports and behavior come from the `TransformParticleMesh` HLSL function in `Packages/com.unity.render-pipelines.core/ShaderLibrary/ParticlesInstancing.hlsl`. This node relies on the particle instancing data buffer. To use it, add the following pragma to the **Preprocessor Directives** field in **Graph Settings**: ``` instancing_options procedural:ParticleInstancingSetup ``` ## Ports | **Name** | **Direction** | **Type** | **Binding** | **Description** | |:---|:---|:---|:---|:---| | **Position** | Input | Vector 3 | Position (Object) | The vertex or fragment position to transform. When not connected, defaults to the Object space output of the [Position node](Position-Node.md). | | **Normal** | Input | Vector 3 | Normal (Object) | The normal to transform. When not connected, defaults to the Object space output of the [Normal Vector node](Normal-Vector-Node.md).| | **Tangent** | Input | Vector 3 | Tangent (Object) | The tangent to transform. When not connected, defaults to the Object space output of the [Tangent Vector node](Tangent-Vector-Node.md). | | **Position** | Output | Vector 3 | None | The position, transformed to Object (system) space when GPU Instancing is active. | | **Normal** | Output | Vector 3 | None | The normal, transformed to Object (system) space when GPU Instancing is active. | | **Tangent** | Output | Vector 3 | None | The tangent, transformed to Object (system) space when GPU Instancing is active. | ## Create Node menu category The Particle Transforms node is under the **VFX** > **Particles** category in the Create Node menu. ## Additional resources - [Reflected Function node](Reflected-Function-Node.md) - [Particle Color node](Particle-Color-Node.md) - [Particle Texcoords node](Particle-Texcoords-Node.md) [!include[nodes-example-samples](./snippets/nodes-example-samples.md)]