To use lighting in a custom Universal Render Pipeline (URP) shader, follow these steps:
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
inside the HLSLPROGRAM
in your shader file.The Lighting.hlsl
file imports the RealtimeLights.hlsl
file, which contains the following methods.
| Method | Syntax | Description |
|-|-|-|
| GetMainLight
| Light GetMainLight()
| Returns the main light in the scene. |
| GetAdditionalLight
| Light GetAdditionalLight(uint lightIndex, float3 positionInWorldSpace)
| Returns the lightIndex
additional light that affects positionWS
. For example, if lightIndex
is 0
, this method returns the first additional light. |
| GetAdditionalLightsCount
| int GetAdditionalLightsCount()
| Returns the number of additional lights. |
Refer to Use shadows in a custom URP shader for information on versions of these methods you can use to calculate shadows.
| Method | Syntax | Description |
|-|-|-|
| LightingLambert
| half3 LightingLambert(half3 lightColor, half3 lightDirection, half3 surfaceNormal)
| Returns the diffuse lighting for the surface normal, calculated using the Lambert model. |
| LightingSpecular
| half3 LightingSpecular(half3 lightColor, half3 lightDirection, half3 surfaceNormal, half3 viewDirection, half4 specularAmount, half smoothnessAmount)
| Returns the specular lighting for the surface normal, using simple shading. |
The Lighting.hlsl
file imports the AmbientOcclusion.hlsl
file, which contains the following methods.
| Method | Syntax | Description |
|-|-|-|
| SampleAmbientOcclusion
| half SampleAmbientOcclusion(float2 normalizedScreenSpaceUV)
| Returns the ambient occlusion value at the position in screen space, where 0 means occluded and 1 means unoccluded. |
| GetScreenSpaceAmbientOcclusion
| AmbientOcclusionFactor GetScreenSpaceAmbientOcclusion(float2 normalizedScreenSpaceUV)
| Returns the indirect and direct ambient occlusion values at the position in screen space, where 0 means occluded and 1 means unoccluded. |
Refer to Ambient occlusion for more information.
Use the GetScreenSpaceAmbientOcclusion
method to return this struct.
| Field | Description |
|-|-|
| half indirectAmbientOcclusion
| The amount the object is in shadow from ambient occlusion caused by objects blocking indirect light. |
| half directAmbientOcclusion
| The amount the object is in shadow from ambient occlusion caused by objects blocking direct light. |
Use the GetMainLight
and GetAdditionalLight
methods to return this struct.
| Field | Description |
|-|-|
| half3 direction
| The direction of the light. |
| half3 color
| The color of the light. |
| float distanceAttenuation
| The strength of the light, based on its distance from the object. |
| half shadowAttenuation
| The strength of the light, based on whether the object is in shadow. |
| uint layerMask
| The layer mask of the light. |
The following URP shader draws object surfaces with the amount of light they receive from the main directional light.
Shader "Custom/LambertLighting"
{
SubShader
{
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv: TEXCOORD0;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv: TEXCOORD0;
half3 lightAmount : TEXCOORD2;
};
Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz);
// Get the VertexNormalInputs of the vertex, which contains the normal in world space
VertexNormalInputs positions = GetVertexNormalInputs(IN.positionOS);
// Get the properties of the main light
Light light = GetMainLight();
// Calculate the amount of light the vertex receives
OUT.lightAmount = LightingLambert(light.color, light.direction, positions.normalWS.xyz);
return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
// Set the fragment color to the interpolated amount of light
return float4(IN.lightAmount, 1);
}
ENDHLSL
}
}
}