CGIncludes\UnityCG.cginc line #153 from the 5.4 beta built in shader source Code (CSharp): // Tranforms position from object to homogenous space inline float4 UnityObjectToClipPos( in float3 pos ) { #if defined(UNITY_SINGLE_PASS_STEREO) || defined(UNITY_USE_CONCATENATED_MATRICES) // More efficient than computing M*VP matrix product return mul(UNITY_MATRIX_VP, mul(unity_ObjectToWorld, float4(pos, 1.0))); #else return mul(UNITY_MATRIX_MVP, float4(pos, 1.0)); #endif }
Basically it converts a coordinate vector from object space to clip space. https://learnopengl.com/Getting-started/Coordinate-Systems Clip Space is kinda like Screen Space, but can be different if you have a different viewport set up. Anything outside -1 ~ +1 is clipped.