To use the camera in a custom Universal Render Pipeline (URP) shader, 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 pixels. |
| 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 buffer 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
}
}
}