To use 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 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 |
---|---|---|
GetCameraPositionWS |
float3 GetCameraPositionWS() |
Returns the world space position of the camera. |
GetScaledScreenParams |
float4 GetScaledScreenParams() |
Returns the width and height of the screen in pixelsThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info See in Glossary. |
GetViewForwardDir |
float3 GetViewForwardDir() |
Returns the forward direction of the view in world space. |
IsPerspectiveProjection |
bool IsPerspectiveProjection() |
Returns true if the camera projection is set to perspective. |
LinearDepthToEyeDepth |
half LinearDepthToEyeDepth(half linearDepth) |
Converts a linear depth bufferA memory store that holds the z-value depth of each pixel in an image, where the z-value is the depth for each rendered pixel from the projection plane. More info See in Glossary value to view depth. Refer to Cameras and depth textures for more information. |
TransformScreenUV |
void TransformScreenUV(inout float2 screenSpaceUV) |
Flips the y coordinate of the screen space position, if Unity uses an upside-down coordinate space. You can also input both a uv , and the screen height as a float , so the method outputs the position scaled to the screen size in pixels. |
The following URP shader draws object surfaces with colors that represent the direction from the surface to the camera.
Shader "Custom/DirectionToCamera" { 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 viewDirection : TEXCOORD2; }; Varyings vert(Attributes IN) { Varyings OUT; // Get the positions of the vertex in different coordinate spaces VertexPositionInputs positions = GetVertexPositionInputs(IN.positionOS); OUT.positionCS = positions.positionCS; // Get the direction from the vertex to the camera, in world space OUT.viewDirection = GetCameraPositionWS() - positions.positionWS.xyz; return OUT; } half4 frag(Varyings IN) : SV_Target { // Set the fragment color to the direction vector return float4(IN.viewDirection, 1); } ENDHLSL } } }
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