Convert the *Input* coordinates from one space to another:

**World**: Absolute world coordinates.**Object**: Local coordinates.**Camera**: Defined such that +x is right, +y is up and looks down -z.**Screen**: Defined such that +x is right, +y is up and looks down +z.**Tangent**: Defined by a tangent reference frame that is built based on the input*Tangent*vector and the shading normal. If*Tangent*is 0, the shader attempts the following actions to build the frame:

- Look for vector user data named "tangent" and "bitangent".
- Use the UV derivatives.
- Build its own local frame.

*Input* is interpreted according to *Type* when transformed:

**Point**: input is a position in space.**Vector**: input is a direction, the translation part of the transformation is left out.**Normal**: input is a normal, transformed by the inverse transpose of the transform to preserve its angle to the surface.

The input channels can be shuffled (*Order)* and inverted (*Invert X, Invert Y, Invert Z*). Also, they can be remapped to the [-1, 1] range, for instance when the input is an 8-bit map to be used as signed normal or vector displacement map.

The output vector is scaled by *Scale *and can be set as the shading normal (*Set Normal*).

^{Space Transform used to transform normal map space}