Transform positions in a custom URP shader
Use lighting in a custom URP shader
Use the camera in a custom URP shaderTo use the cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary in a custom Universal Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary (URP) shaderA program that runs on the GPU. More info
See in Glossary, follow these steps:
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
inside the HLSLPROGRAM
in your shader file. The Core.hlsl
file imports the ShaderVariablesFunction.hlsl
file.ShaderVariablesFunction.hlsl
file.GetCameraPositionWS
float3 GetCameraPositionWS()
Returns the world space position of the camera. GetScaledScreenParams
float4 GetScaledScreenParams()
Returns the width and height of the screen in pixelsThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More infoGetViewForwardDir
float3 GetViewForwardDir()
Returns the forward direction of the view in world space. IsPerspectiveProjection
bool IsPerspectiveProjection()
Returns true
if the camera projection is set to perspective. LinearDepthToEyeDepth
half LinearDepthToEyeDepth(half linearDepth)
Converts a linear depth bufferA memory store that holds the z-value depth of each pixel in an image, where the z-value is the depth for each rendered pixel from the projection plane. More infoTransformScreenUV
void TransformScreenUV(inout float2 screenSpaceUV)
Flips the y coordinate of the screen space position, if Unity uses an upside-down coordinate space. You can also input both a uv
, and the screen height as a float
, so the method outputs the position scaled to the screen size in pixels. Example
The following URP shader draws object surfaces with colors that represent the direction from the surface to the camera.
Shader "Custom/DirectionToCamera"
{
SubShader
{
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv: TEXCOORD0;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv: TEXCOORD0;
float3 viewDirection : TEXCOORD2;
};
Varyings vert(Attributes IN)
{
Varyings OUT;
// Get the positions of the vertex in different coordinate spaces
VertexPositionInputs positions = GetVertexPositionInputs(IN.positionOS);
OUT.positionCS = positions.positionCS;
// Get the direction from the vertex to the camera, in world space
OUT.viewDirection = GetCameraPositionWS() - positions.positionWS.xyz;
return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
// Set the fragment color to the direction vector
return float4(IN.viewDirection, 1);
}
ENDHLSL
}
}
}
Additional resources
Transform positions in a custom URP shader
Use lighting in a custom URP shader
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