To transform positions 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 |
|-|-|-|
| GetNormalizedScreenSpaceUV
| float2 GetNormalizedScreenSpaceUV(float2 positionInClipSpace)
| Converts a position in clip space to screen space. |
| GetObjectSpaceNormalizeViewDir
| half3 GetObjectSpaceNormalizeViewDir(float3 positionInObjectSpace)
| Converts a position in object space to the normalized direction towards the viewer. |
| GetVertexNormalInputs
| VertexNormalInputs GetVertexNormalInputs(float3 normalInObjectSpace)
| Converts the normal of a vertex in object space to a tangent, bitangent, and normal in world space. You can also input both the normal and a float4
tangent in object space. |
| GetVertexPositionInputs
| VertexPositionInputs GetVertexPositionInputs(float3 positionInObjectSpace)
| Converts the position of a vertex in object space to positions in world space, view space, clip space, and normalized device coordinates. |
| GetWorldSpaceNormalizeViewDir
| half3 GetWorldSpaceNormalizeViewDir(float3 positionInWorldSpace)
| Returns the direction from a position in world space to the viewer, and normalizes the direction. |
| GetWorldSpaceViewDir
| float3 GetWorldSpaceViewDir(float3 positionInWorldSpace)
| Returns the direction from a position in world space to the viewer. |
Use the GetVertexNormalInputs
method to get this struct.
Field | Description |
---|---|
float3 positionWS |
The position in world space. |
float3 positionVS |
The position in view space. |
float4 positionCS |
The position in clip space. |
float4 positionNDC |
The position as normalized device coordinates (NDC). |
Use the GetVertexNormalInputs
method to get this struct.
Field | Description |
---|---|
real3 tangentWS |
The tangent in world space. |
real3 bitangentWS |
The bitangent in world space. |
float3 normalWS |
The normal in world space. |
The following URP shader draws object surfaces with colors that represent their position in screen space.
Shader "Custom/ScreenSpacePosition"
{
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 positionWS : TEXCOORD2;
};
Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz);
// Get the position of the vertex in different spaces
VertexPositionInputs positions = GetVertexPositionInputs(IN.positionOS);
// Set positionWS to the screen space position of the vertex
OUT.positionWS = positions.positionWS.xyz;
return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
// Set the fragment color to the screen space position vector
return float4(IN.positionWS.xy, 0, 1);
}
ENDHLSL
}
}
}