Unity has a number of built-in utility functions in UnityCG.cginc designed to make writing shadersA program that runs on the GPU. More info
See in Glossary simpler and easier.
Function: | Description: |
---|---|
float4 UnityObjectToClipPos(float3 pos) |
Transforms a point from object space to the cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info See in Glossary’s clip space in homogeneous coordinates. This is the equivalent of mul(UNITY_MATRIX_MVP, float4(pos, 1.0)), and should be used in its place. |
float3 UnityObjectToViewPos(float3 pos) |
Transforms a point from object space to view space. This is the equivalent of mul(UNITY_MATRIX_MV, float4(pos, 1.0)).xyz, and should be used in its place. |
Function: | Description: |
---|---|
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 lightmapA pre-rendered texture that contains the effects of light sources on static objects in the scene. Lightmaps are overlaid on top of scene geometry to create the effect of lighting. More info See in Glossary (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) |
Encodes (0..1) range float into a float2. |
float DecodeFloatRG (float2 enc) |
Decodes a previously-encoded RG float. |
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 renderingA rendering path that renders each object in one or more passes, depending on lights that affect the object. Lights themselves are also treated differently by Forward Rendering, depending on their settings and intensity. More info
See in Glossary (ForwardBase or ForwardAdd pass types).
Function: | Description: |
---|---|
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. |
The following functions are helpers to compute coordinates used for sampling screen-space textures. They return float4
where the final coordinate to sample texture with can be computed via perspective division (for example xy/w
).
The functions also take care of platform differences in render textureA special type of Texture that is created and updated at runtime. To use them, first create a new Render Texture and designate one of your Cameras to render into it. Then you can use the Render Texture in a Material just like a regular Texture. More info
See in Glossary coordinates.
Function: | Description: |
---|---|
float4 ComputeScreenPos (float4 clipPos) |
Computes texture coordinate for doing a screenspace-mapped texture sample. Input is clip space position. |
float4 ComputeGrabScreenPos (float4 clipPos) |
Computes texture coordinate for sampling a GrabPass texure. Input is clip space position. |
These functions are only useful when using per-vertex lit shaders (“Vertex” pass type).
Function: | Description: |
---|---|
float3 ShadeVertexLights (float4 vertex, float3 normal) |
Computes illumination from four per-vertex lights and ambient, given object space position & normal. |
Declaring and sampling shadow maps can be very different depending on the platform. Unity has several macros to help with this:
Macro: | Use: |
---|---|
UNITY_DECLARE_SHADOWMAP(tex) |
Declares a shadowmap Texture variable with name “tex”. |
UNITY_SAMPLE_SHADOW(tex,uv) |
Samples shadowmap Texture “tex” at given “uv” coordinate (XY components are Texture location, Z component is depth to compare with). Returns single float value with the shadow term in 0..1 range. |
UNITY_SAMPLE_SHADOW_PROJ(tex,uv) |
Similar to above, but does a projective shadowmap read. “uv” is a float4, all other components are divided by .w for doing the lookup. |
The format of tex
must be RenderTextureFormat.Shadowmap.
NOTE: Not all graphics cards support shadowmaps. Use SystemInfo.SupportsRenderTextureFormat to check for support.
Most of the time, Depth Texture are used to render Depth from the Camera. The UnityCG.cginc include file contains some macros to deal with the above complexity in this case:
Note: On DX11/12 and Metal, the Z buffer range is 1–0 and UNITY_REVERSED_Z is defined. On other platforms, the range is 0–1.
For example, this shader would render depth of its GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary:
Shader "Render Depth" { SubShader { Tags { "RenderType"="Opaque" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; float2 depth : TEXCOORD0; }; v2f vert (appdata_base v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); UNITY_TRANSFER_DEPTH(o.depth); return o; } half4 frag(v2f i) : SV_Target { UNITY_OUTPUT_DEPTH(i.depth); } ENDCG } } }
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