Unity contains several files that can be used by your shader programs to bring in predefined variables and helper functions. This is done by the standard #include
directive, e.g.:
CGPROGRAM
// ...
#include "UnityCG.cginc"
// ...
ENDCG
Shader include files in Unity are with .cginc
extension, and the built-in ones are:
HLSLSupport.cginc
- (automatically included) Helper macros and definitions for cross-platform shader compilation.UnityShaderVariables.cginc
- (automatically included) Commonly used global variables.UnityCG.cginc
- commonly used helper functions.AutoLight.cginc
- lighting & shadowing functionality, e.g. surface shaders use this file internally.Lighting.cginc
- standard surface shader lighting models; automatically included when you’re writing surface shaders.TerrainEngine.cginc
- helper functions for Terrain & Vegetation shaders.These files are found inside Unity application ({unity install path}/Data/CGIncludes/UnityCG.cginc on Windows, /Applications/Unity/Unity.app/Contents/CGIncludes/UnityCG.cginc on Mac), if you want to take a look at what exactly is done in any of the helper code.
This file is automatically included when compiling CGPROGRAM shaders (but not included for HLSLPROGRAM ones). It declares various preprocessor macros to aid in multi-platform shader development.
This file is automatically included when compiling CGPROGRAM shaders (but not included for HLSLPROGRAM ones). It declares various built-in global variables that are commonly used in shaders.
This file is often included in Unity shaders. It declares many built-in helper functions and data structures.
appdata_base
: vertex shader input with position, normal, one texture coordinate.appdata_tan
: vertex shader input with position, normal, tangent, one texture coordinate.appdata_full
: vertex shader input with position, normal, tangent, vertex color and two texture coordinates.appdata_img
: vertex shader input with position and one texture coordinate.Did you find this page useful? Please give it a rating: