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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.
UnityCG.cginc- commonly used global variables and 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 (on Windows, 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 shaders. It mostly declares various preprocessor macros to aid in multi-platform shader development.
This file is often included in Unity shaders to bring in many helper functions and definitions.
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.
float3 WorldSpaceViewDir (float4 v)- returns world space direction (not normalized) from given object space vertex position towards the camera.
float3 ObjSpaceViewDir (float4 v)- returns object space direction (not normalized) from given object space vertex position towards the camera.
float2 ParallaxOffset (half h, half height, half3 viewDir)- calculates UV offset for parallax normal mapping.
fixed Luminance (fixed3 c)- converts color to luminance (grayscale).
fixed3 DecodeLightmap (fixed4 color)- decodes color from Unity lightmap (RGBM or dLDR depending on platform).
float4 EncodeFloatRGBA (float v)- encodes [0..1) range float into RGBA color, for storage in low precision render target.
float DecodeFloatRGBA (float4 enc)- decodes RGBA color into a float.
float2 EncodeFloatRG (float v)and
float DecodeFloatRG (float2 enc)that use two color channels.
float2 EncodeViewNormalStereo (float3 n)- encodes view space normal into two numbers in 0..1 range.
float3 DecodeViewNormalStereo (float4 enc4)- decodes view space normal from enc4.xy.
These functions are only useful when using forward rendering (ForwardBase or ForwardAdd pass types).
float3 WorldSpaceLightDir (float4 v)- computes world space direction (not normalized) to light, given object space vertex position.
float3 ObjSpaceLightDir (float4 v)- computes object space direction (not normalized) to light, given object space vertex position.
float3 Shade4PointLights (...)- computes illumination from four point lights, with light data tightly packed into vectors. Forward rendering uses this to compute per-vertex lighting.
These functions are only useful when using per-vertex lit shaders (“Vertex” pass type).
float3 ShadeVertexLights (float4 vertex, float3 normal)- computes illumination from four per-vertex lights and ambient, given object space position & normal.