5.4 KiB
5.4 KiB
uid |
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urp-use-built-in-shader-methods-lighting |
Use lighting in a custom URP shader
To use lighting in a custom Universal Render Pipeline (URP) shader, follow these steps:
- Add
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
inside theHLSLPROGRAM
in your shader file. - Use any of the methods from the following sections.
Get light data
The Lighting.hlsl
file imports the RealtimeLights.hlsl
file, which contains the following methods.
Method | Syntax | Description |
---|---|---|
GetMainLight |
Light GetMainLight() |
Returns the main light in the scene. |
GetAdditionalLight |
Light GetAdditionalLight(uint lightIndex, float3 positionInWorldSpace) |
Returns the lightIndex additional light that affects positionWS . For example, if lightIndex is 0 , this method returns the first additional light. |
GetAdditionalLightsCount |
int GetAdditionalLightsCount() |
Returns the number of additional lights. |
Refer to Use shadows in a custom URP shader for information on versions of these methods you can use to calculate shadows.
Calculate lighting for a surface normal
Method | Syntax | Description |
---|---|---|
LightingLambert |
half3 LightingLambert(half3 lightColor, half3 lightDirection, half3 surfaceNormal) |
Returns the diffuse lighting for the surface normal, calculated using the Lambert model. |
LightingSpecular |
half3 LightingSpecular(half3 lightColor, half3 lightDirection, half3 surfaceNormal, half3 viewDirection, half4 specularAmount, half smoothnessAmount) |
Returns the specular lighting for the surface normal, using simple shading. |
Calculate ambient occlusion
The Lighting.hlsl
file imports the AmbientOcclusion.hlsl
file, which contains the following methods.
Method | Syntax | Description |
---|---|---|
SampleAmbientOcclusion |
half SampleAmbientOcclusion(float2 normalizedScreenSpaceUV) |
Returns the ambient occlusion value at the position in screen space, where 0 means occluded and 1 means unoccluded. |
GetScreenSpaceAmbientOcclusion |
AmbientOcclusionFactor GetScreenSpaceAmbientOcclusion(float2 normalizedScreenSpaceUV) |
Returns the indirect and direct ambient occlusion values at the position in screen space, where 0 means occluded and 1 means unoccluded. |
Refer to Ambient occlusion for more information.
Structs
AmbientOcclusionFactor
Use the GetScreenSpaceAmbientOcclusion
method to return this struct.
Field | Description |
---|---|
half indirectAmbientOcclusion |
The amount the object is in shadow from ambient occlusion caused by objects blocking indirect light. |
half directAmbientOcclusion |
The amount the object is in shadow from ambient occlusion caused by objects blocking direct light. |
Light
Use the GetMainLight
and GetAdditionalLight
methods to return this struct.
Field | Description |
---|---|
half3 direction |
The direction of the light. |
half3 color |
The color of the light. |
float distanceAttenuation |
The strength of the light, based on its distance from the object. |
half shadowAttenuation |
The strength of the light, based on whether the object is in shadow. |
uint layerMask |
The layer mask of the light. |
Example
The following URP shader draws object surfaces with the amount of light they receive from the main directional light.
Shader "Custom/LambertLighting"
{
SubShader
{
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv: TEXCOORD0;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv: TEXCOORD0;
half3 lightAmount : TEXCOORD2;
};
Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz);
// Get the VertexNormalInputs of the vertex, which contains the normal in world space
VertexNormalInputs positions = GetVertexNormalInputs(IN.positionOS);
// Get the properties of the main light
Light light = GetMainLight();
// Calculate the amount of light the vertex receives
OUT.lightAmount = LightingLambert(light.color, light.direction, positions.normalWS.xyz);
return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
// Set the fragment color to the interpolated amount of light
return float4(IN.lightAmount, 1);
}
ENDHLSL
}
}
}