To transform positions in a custom Universal Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary (URP) shaderA program that runs on the GPU. More info
See in Glossary, follow these steps:
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
inside the HLSLPROGRAM
in your shader file. The Core.hlsl
file imports the ShaderVariablesFunction.hlsl
file.ShaderVariablesFunction.hlsl
file.Method | Syntax | Description |
---|---|---|
GetNormalizedScreenSpaceUV |
float2 GetNormalizedScreenSpaceUV(float2 positionInClipSpace) |
Converts a position in clip space to screen space. |
GetObjectSpaceNormalizeViewDir |
half3 GetObjectSpaceNormalizeViewDir(float3 positionInObjectSpace) |
Converts a position in object space to the normalized direction towards the viewer. |
GetVertexNormalInputs |
VertexNormalInputs GetVertexNormalInputs(float3 normalInObjectSpace) |
Converts the normal of a vertex in object space to a tangent, bitangent, and normal in world space. You can also input both the normal and a float4 tangent in object space. |
GetVertexPositionInputs |
VertexPositionInputs GetVertexPositionInputs(float3 positionInObjectSpace) |
Converts the position of a vertex in object space to positions in world space, view space, clip space, and normalized device coordinates. |
GetWorldSpaceNormalizeViewDir |
half3 GetWorldSpaceNormalizeViewDir(float3 positionInWorldSpace) |
Returns the direction from a position in world space to the viewer, and normalizes the direction. |
GetWorldSpaceViewDir |
float3 GetWorldSpaceViewDir(float3 positionInWorldSpace) |
Returns the direction from a position in world space to the viewer. |
Use the GetVertexPositionInputs method to get this struct.
Field | Description |
---|---|
float3 positionWS |
The position in world space. |
float3 positionVS |
The position in view space. |
float4 positionCS |
The position in clip space. |
float4 positionNDC |
The position as normalized device coordinates (NDC). |
Use the GetVertexNormalInputs
method to get this struct.
Field | Description |
---|---|
real3 tangentWS |
The tangent in world space. |
real3 bitangentWS |
The bitangent in world space. |
float3 normalWS |
The normal in world space. |
The following URP shader draws object surfaces with colors that represent their position in screen space.
Shader "Custom/ScreenSpacePosition"
{
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 positionWS : TEXCOORD2;
};
Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz);
// Get the position of the vertex in different spaces
VertexPositionInputs positions = GetVertexPositionInputs(IN.positionOS);
// Set positionWS to the screen space position of the vertex
OUT.positionWS = positions.positionWS.xyz;
return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
// Set the fragment color to the screen space position vector
return float4(IN.positionWS.xy, 0, 1);
}
ENDHLSL
}
}
}
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.