To use shadows 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/Lighting.hlsl"
inside the HLSLPROGRAM
in your shader file. The Core.hlsl
file imports the Shadows.hlsl
and RealtimeLights.hlsl
files.Use these methods to convert positions to shadow map positions.
Method | Syntax | Description |
---|---|---|
GetShadowCoord |
float4 GetShadowCoord(VertexPositionInputs vertexInputs) |
Converts a vertex position into shadow space. Refer to Transform positions in a custom URP shader for information on the VertexPositionInputs struct. |
TransformWorldToShadowCoord |
float4 TransformWorldToShadowCoord(float3 positionInWorldSpace) |
Converts a position in world space to shadow space. |
The following methods calculate shadows using shadow maps. To use these methods, follow these steps first:
ShadowCaster
shader pass, for example objects that use the Universal Render Pipeline/Lit
shader.#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
to your shader, so it can access the shadow map for the main light.#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
to your shader, so it can access the shadow maps for additional lights.Method | Syntax | Description |
---|---|---|
GetMainLight |
Light GetMainLight(float4 shadowCoordinates) |
Returns the main light in the scene, with a shadowAttenuation value based on whether the position at the shadow coordinates is in shadow. |
ComputeCascadeIndex |
half ComputeCascadeIndex(float3 positionInWorldSpace) |
Returns the index of the shadow cascade at the position in world space. Refer to Shadow cascades for more information. |
MainLightRealtimeShadow |
half MainLightRealtimeShadow(float4 shadowCoordinates) |
Returns the shadow value from the main shadow map at the coordinates. Refer to Shadow mapping for more information. |
AdditionalLightRealtimeShadow |
half AdditionalLightRealtimeShadow(int lightIndex, float3 positionInWorldSpace) |
Returns the shadow value from the additional light shadow map at the position in world space. |
GetMainLightShadowFade |
half GetMainLightShadowFade(float3 positionInWorldSpace) |
Returns the amount to fade the shadow from the main light, based on the distance between the position and 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. |
GetAdditionalLightShadowFade |
half GetAdditionalLightShadowFade(float3 positionInWorldSpace) |
Returns the amount to fade the shadow from additional lights, based on the distance between the position and the camera. |
ApplyShadowBias |
float3 ApplyShadowBias(float3 positionInWorldSpace, float3 normalWS, float3 lightDirection) |
Adds shadow bias to the position in world space. Refer to Shadow troubleshooting for more information. |
The following URP shader draws simple shadows onto a surface.
To generate shadows, make sure there are objects in your scene that have a ShadowCaster
shader pass, for example objects that use the Universal Render Pipeline/Lit
shader.
Shader "Custom/SimpleShadows" { SubShader { Tags { "RenderType" = "AlphaTest" "RenderPipeline" = "UniversalPipeline" } Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" struct Attributes { float4 positionOS : POSITION; }; struct Varyings { float4 positionCS : SV_POSITION; float4 shadowCoords : TEXCOORD3; }; Varyings vert(Attributes IN) { Varyings OUT; OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz); // Get the VertexPositionInputs for the vertex position VertexPositionInputs positions = GetVertexPositionInputs(IN.positionOS.xyz); // Convert the vertex position to a position on the shadow map float4 shadowCoordinates = GetShadowCoord(positions); // Pass the shadow coordinates to the fragment shader OUT.shadowCoords = shadowCoordinates; return OUT; } half4 frag(Varyings IN) : SV_Target { // Get the value from the shadow map at the shadow coordinates half shadowAmount = MainLightRealtimeShadow(IN.shadowCoords); // Set the fragment color to the shadow value return shadowAmount; } ENDHLSL } } }
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