forked from BilalY/Rasagar
3.4 KiB
3.4 KiB
uid |
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urp-use-built-in-shader-methods-camera |
Use the camera in a custom URP shader
To use the camera in a custom Universal Render Pipeline (URP) shader, follow these steps:
- Add
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
inside theHLSLPROGRAM
in your shader file. TheCore.hlsl
file imports theShaderVariablesFunction.hlsl
file. - Use one of the following methods from the
ShaderVariablesFunction.hlsl
file.
Method | Syntax | Description |
---|---|---|
GetCameraPositionWS |
float3 GetCameraPositionWS() |
Returns the world space position of the camera. |
GetScaledScreenParams |
float4 GetScaledScreenParams() |
Returns the width and height of the screen in pixels. |
GetViewForwardDir |
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 buffer value to view depth. Refer to Cameras and depth textures for more information. |
TransformScreenUV |
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
}
}
}