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 (
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 declares various preprocessor macros to aid in multi-platform shader development.
This file is automatically included when compiling shaders. It declares various built-in global variables that are commonly used in shaders.
This file is often included in Unity shaders to bring in many helper functions.
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.