151 lines
5.7 KiB
Markdown
151 lines
5.7 KiB
Markdown
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---
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uid: urp-writing-shaders-urp-unlit-texture
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---
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# Drawing a texture
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The Unity shader in this example draws a texture on the mesh.
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Use the Unity shader source file from section [URP unlit shader with color input](writing-shaders-urp-unlit-color.md) and make the following changes to the ShaderLab code:
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1. In the Properties block, replace the existing code with the `_BaseMap` property definition.
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```c++
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Properties
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{
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[MainTexture] _BaseMap("Base Map", 2D) = "white" {}
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}
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```
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When you declare a texture property in the Properties block, Unity adds the `_BaseMap` property with the label **Base Map** to the Material, and adds the Tiling and the Offset controls.
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!["Texture property with Tiling and Offset controls"](Images/shader-examples/unlit-shader-tutorial-texture-property-in-inspector.png)
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When you declare a property with the `[MainTexture]` attribute, Unity uses this property as the [main texture](https://docs.unity3d.com/ScriptReference/Material-mainTexture.html) of the Material.
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> **Note**: For compatibility reasons, the `_MainTex` property name is a reserved name. Unity uses a property with the name `_MainTex` as the [main texture](https://docs.unity3d.com/ScriptReference/Material-mainTexture.html) even it does not have the `[MainTexture]` attribute.
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2. In `struct Attributes` and `struct Varyings`, add the `uv` variable for the UV coordinates on the texture:
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```c++
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float2 uv : TEXCOORD0;
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```
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3. Define the texture as a 2D texture and specify a sampler for it. Add the following lines before the CBUFFER block:
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```c++
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TEXTURE2D(_BaseMap);
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SAMPLER(sampler_BaseMap);
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```
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The TEXTURE2D and the SAMPLER macros are defined in one of the files referenced in `Core.hlsl`.
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4. For tiling and offset to work, it's necessary to declare the texture property with the `_ST` suffix in the 'CBUFFER' block. The `_ST` suffix is necessary because some macros (for example, `TRANSFORM_TEX`) use it.
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> **Note**: To ensure that the Unity shader is SRP Batcher compatible, declare all Material properties inside a single `CBUFFER` block with the name `UnityPerMaterial`. For more information on the SRP Batcher, refer to the documentation on the [Scriptable Render Pipeline (SRP) Batcher](https://docs.unity3d.com/Manual/SRPBatcher.html).
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```c++
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CBUFFER_START(UnityPerMaterial)
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float4 _BaseMap_ST;
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CBUFFER_END
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```
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5. To apply the tiling and offset transformation, add the following line in the vertex shader:
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```c++
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OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap);
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```
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The `TRANSFORM_TEX` macro is defined in the `Macros.hlsl` file. The `#include` declaration contains a reference to that file.
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6. In the fragment shader, use the `SAMPLE_TEXTURE2D` macro to sample the texture:
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```c++
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half4 frag(Varyings IN) : SV_Target
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{
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half4 color = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv);
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return color;
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}
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```
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Now you can select a texture in the **Base Map** field in the Inspector window. The shader draws that texture on the mesh.
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![Base Map texture on a Material](Images/shader-examples/unlit-shader-tutorial-texture-with-scene.png)
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Below is the complete ShaderLab code for this example.
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```c++
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// This shader draws a texture on the mesh.
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Shader "Example/URPUnlitShaderTexture"
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{
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// The _BaseMap variable is visible in the Material's Inspector, as a field
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// called Base Map.
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Properties
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{
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[MainTexture] _BaseMap("Base Map", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
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Pass
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{
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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// The uv variable contains the UV coordinate on the texture for the
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// given vertex.
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float2 uv : TEXCOORD0;
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};
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struct Varyings
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{
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float4 positionHCS : SV_POSITION;
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// The uv variable contains the UV coordinate on the texture for the
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// given vertex.
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float2 uv : TEXCOORD0;
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};
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// This macro declares _BaseMap as a Texture2D object.
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TEXTURE2D(_BaseMap);
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// This macro declares the sampler for the _BaseMap texture.
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SAMPLER(sampler_BaseMap);
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CBUFFER_START(UnityPerMaterial)
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// The following line declares the _BaseMap_ST variable, so that you
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// can use the _BaseMap variable in the fragment shader. The _ST
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// suffix is necessary for the tiling and offset function to work.
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float4 _BaseMap_ST;
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CBUFFER_END
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Varyings vert(Attributes IN)
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{
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Varyings OUT;
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OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
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// The TRANSFORM_TEX macro performs the tiling and offset
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// transformation.
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OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap);
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return OUT;
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}
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half4 frag(Varyings IN) : SV_Target
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{
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// The SAMPLE_TEXTURE2D marco samples the texture with the given
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// sampler.
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half4 color = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv);
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return color;
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}
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ENDHLSL
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}
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}
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}
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```
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Section [Visualizing normal vectors](writing-shaders-urp-unlit-normals.md) shows how to visualize normal vectors on the mesh.
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