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Tier 1 - Cartesian Coordinate Spaces

Space Dim. Why It’s Core Aliases Translation Vector What It Means
UV Space 2D Texture sampling, blending, animation, atlases, UI masking Texture space, Texcoord space, 2D UVs (0.5, 0.5) The center of a texture or sprite (50% across U and V)
Object Space 3D Local mesh space — used in modeling, rigging, deformation Local space, Model space, Mesh space (1, 0, 0) 1 unit to the right of the object’s pivot (local X axis)
World Space 3D Scene-level effects, decals, VFX, projection, positioning Global space, Scene space, Absolute space (10, 2, -5) A point 10 units right, 2 up, 5 back from world origin
Camera Space 3D Needed for physical camera simulation, lighting, billboarding, fresnel View space, Eye space, View-relative space (0, 0, -3) A point 3 units in front of the camera
Screen Space 2D UI layout, screen shaders, post-process FX tied to resolution Pixel space, Raster space, Framebuffer space (1920, 1080) Bottom-right corner of a 1920x1080 screen
Viewport Space 2D Resolution-independent layout, fullscreen FX, responsive shaders Normalized screen space, 0–1 screen space, Screen UVs (0.25, 0.75) 25% from the left, 75% from the bottom of the screen (normalized)
Tangent Space 3D Local shading basis — used for normal maps, decals, and detail lighting Surface space, Texture tangent space, TBN space (0, 0, 1) A direction pointing "out" from the surface (local Z axis)
Bone Space 3D Used in rigging, skinning, animation — defines how vertices are deformed Joint space, Skinning space, Bind pose space (0, 1.2, 0) A vertex 1.2 units above a bone’s local origin (e.g., a joint's Y axis)

 

Space Origin
UV Space Bottom-left of the texture → (0, 0) in UV coords
Object Space The pivot point of the object (usually center or base in modeling)
World Space The global scene origin — Unity's (0, 0, 0) in the world
Camera Space The camera’s position → camera is at (0, 0, 0) and looks down -Z
Screen Space Bottom-left of the screen (0,0) in Unity (unless it's top-left in other systems)
Viewport Space Bottom-left of screen in normalized space → (0.0, 0.0)
Tangent Space The origin is the current surface point, defined per-fragment or per-vertex
Bone Space The origin is the base of the bone/joint — local to that bone


🥈 Tier 2 

Space Dim. Why It’s Useful Also Known As / Aliases Example Vector What It Means
Clip Space 4D Final stage before rasterization; output of MVP transform in vertex shader Homogeneous clip space, Post-projection space (-1, 1, 0.5, 1) Top-left corner of screen in clip space (with depth = 0.5)
NDC Space 3D Screen-aligned normalized coords after perspective divide Normalized Device Coordinates (0, 0, 0.5) Center of screen in normalized screen space (Z = 0.5 depth)
Local-to-Parent 3D Relative transforms for procedural rigs or hierarchy animation Parent-relative space, Local hierarchy space (0, 1, 0) 1 unit above the parent bone or object
Bone Bind Pose Space 3D Base pose of mesh before animation; used to calculate skin deformation Inverse bind space, Rest pose (0.2, 0.5, 0) Original vertex position relative to its joint’s bind pose
Camera-Relative Space 3D Used for large-world precision, eye-relative motion, and virtual cameras Eye-relative, Floating origin space (0, 0, -50000) A point 50,000 units in front of the camera — used for planetary scale scenes
Screen UV Space 2D For fullscreen shaders and distortion FX NDC → UV, Normalized screen space (0.5, 0.5) Center of the screen (used in post-processing and image effects)
Spherical / Polar Space 2D/3D Custom projections, procedural effects, panorama/fisheye mapping Angular space, Radial coordinates (θ = 1.57, r = 3) A point 3 units away at 90° from the origin (polar coordinates)