The Unity shader in this example draws a texture on the mesh.
Use the Unity shader source file from section URP unlit shader with color input and make the following changes to the ShaderLab code:
In the Properties block, replace the existing code with the _BaseMap
property definition.
Properties
{
[MainTexture] _BaseMap("Base Map", 2D) = "white" {}
}
When you declare a texture property in the Properties block, Unity adds the _BaseMap
property with the label Base Map to the Material, and adds the Tiling and the Offset controls.
When you declare a property with the [MainTexture]
attribute, Unity uses this property as the main texture of the Material.
Note: For compatibility reasons, the
_MainTex
property name is a reserved name. Unity uses a property with the name_MainTex
as the main texture even it does not have the[MainTexture]
attribute.
In struct Attributes
and struct Varyings
, add the uv
variable for the UV coordinates on the texture:
float2 uv : TEXCOORD0;
Define the texture as a 2D texture and specify a sampler for it. Add the following lines before the CBUFFER block:
TEXTURE2D(_BaseMap);
SAMPLER(sampler_BaseMap);
The TEXTURE2D and the SAMPLER macros are defined in one of the files referenced in Core.hlsl
.
For tiling and offset to work, it’s necessary to declare the texture property with the _ST
suffix in the ‘CBUFFER’ block. The _ST
suffix is necessary because some macros (for example, TRANSFORM_TEX
) use it.
Note: To ensure that the Unity shader is SRP Batcher compatible, declare all Material properties inside a single
CBUFFER
block with the nameUnityPerMaterial
. For more information on the SRP Batcher, refer to the documentation on the Scriptable Render Pipeline (SRP) Batcher.
CBUFFER_START(UnityPerMaterial)
float4 _BaseMap_ST;
CBUFFER_END
To apply the tiling and offset transformation, add the following line in the vertex shader:
OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap);
The TRANSFORM_TEX
macro is defined in the Macros.hlsl
file. The #include
declaration contains a reference to that file.
In the fragment shader, use the SAMPLE_TEXTURE2D
macro to sample the texture:
half4 frag(Varyings IN) : SV_Target
{
half4 color = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv);
return color;
}
Now you can select a texture in the Base Map field in the Inspector window. The shader draws that texture on the mesh.
Below is the complete ShaderLab code for this example.
// This shader draws a texture on the mesh.
Shader "Example/URPUnlitShaderTexture"
{
// The _BaseMap variable is visible in the Material's Inspector, as a field
// called Base Map.
Properties
{
[MainTexture] _BaseMap("Base Map", 2D) = "white" {}
}
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;
// The uv variable contains the UV coordinate on the texture for the
// given vertex.
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
// The uv variable contains the UV coordinate on the texture for the
// given vertex.
float2 uv : TEXCOORD0;
};
// This macro declares _BaseMap as a Texture2D object.
TEXTURE2D(_BaseMap);
// This macro declares the sampler for the _BaseMap texture.
SAMPLER(sampler_BaseMap);
CBUFFER_START(UnityPerMaterial)
// The following line declares the _BaseMap_ST variable, so that you
// can use the _BaseMap variable in the fragment shader. The _ST
// suffix is necessary for the tiling and offset function to work.
float4 _BaseMap_ST;
CBUFFER_END
Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
// The TRANSFORM_TEX macro performs the tiling and offset
// transformation.
OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap);
return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
// The SAMPLE_TEXTURE2D marco samples the texture with the given
// sampler.
half4 color = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv);
return color;
}
ENDHLSL
}
}
}
Section Visualizing normal vectors shows how to visualize normal vectors on the mesh.