9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
179 lines
7.6 KiB
Markdown
179 lines
7.6 KiB
Markdown
# URP unlit basic shader
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This example shows a basic URP-compatible shader. This shader fills the mesh shape with a color predefined in the shader code.
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To see the shader in action, copy and paste the following ShaderLab code into the Shader asset.
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```c++
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// This shader fills the mesh shape with a color predefined in the code.
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Shader "Example/URPUnlitShaderBasic"
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{
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// The properties block of the Unity shader. In this example this block is empty
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// because the output color is predefined in the fragment shader code.
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Properties
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{ }
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// The SubShader block containing the Shader code.
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SubShader
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{
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// SubShader Tags define when and under which conditions a SubShader block or
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// a pass is executed.
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Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
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Pass
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{
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// The HLSL code block. Unity SRP uses the HLSL language.
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HLSLPROGRAM
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// This line defines the name of the vertex shader.
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#pragma vertex vert
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// This line defines the name of the fragment shader.
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#pragma fragment frag
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// The Core.hlsl file contains definitions of frequently used HLSL
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// macros and functions, and also contains #include references to other
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// HLSL files (for example, Common.hlsl, SpaceTransforms.hlsl, etc.).
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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// The structure definition defines which variables it contains.
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// This example uses the Attributes structure as an input structure in
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// the vertex shader.
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struct Attributes
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{
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// The positionOS variable contains the vertex positions in object
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// space.
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float4 positionOS : POSITION;
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};
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struct Varyings
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{
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// The positions in this struct must have the SV_POSITION semantic.
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float4 positionHCS : SV_POSITION;
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};
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// The vertex shader definition with properties defined in the Varyings
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// structure. The type of the vert function must match the type (struct)
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// that it returns.
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Varyings vert(Attributes IN)
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{
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// Declaring the output object (OUT) with the Varyings struct.
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Varyings OUT;
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// The TransformObjectToHClip function transforms vertex positions
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// from object space to homogenous clip space.
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OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
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// Returning the output.
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return OUT;
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}
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// The fragment shader definition.
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half4 frag() : SV_Target
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{
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// Defining the color variable and returning it.
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half4 customColor = half4(0.5, 0, 0, 1);
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return customColor;
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}
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ENDHLSL
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}
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}
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}
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```
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The fragment shader colors the GameObject dark red (RGB value (0.5, 0, 0)).
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![The shader paints the GameObject dark red](Images/shader-examples/unlit-shader-tutorial-basic-hardcoded-color.png)
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The following section introduces you to the structure of this basic Unity shader.
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<a name="basic-shaderlab-structure"></a>
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## Basic ShaderLab structure
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Unity shaders are written in a Unity-specific language called [ShaderLab](https://docs.unity3d.com/Manual/SL-Shader.html).
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The Unity shader in this example has the following blocks:
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* [Shader](#shader)
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* [Properties](#properties)
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* [SubShader](#subshader)
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* [Pass](#pass)
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* [HLSLPROGRAM](#hlsl)
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### <a name="shader"></a>Shader block
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ShaderLab code starts with the `Shader` declaration.
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```c++
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Shader "Example/URPUnlitShaderBasic"
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```
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The path in this declaration determines the display name and location of the Unity shader in the Shader menu on a Material. The method [Shader.Find](https://docs.unity3d.com/ScriptReference/Shader.Find.html) also uses this path.
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![Location of the shader in the Shader menu on a Material](Images/shader-examples/urp-material-ui-shader-path.png)
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### <a name="properties"></a>Properties block
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The [Properties](https://docs.unity3d.com/Manual/SL-Properties.html) block contains the declarations of properties that users can set in the Inspector window on a Material.
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In this example, the Properties block is empty, because this Unity shader does not expose any Material properties that a user can define.
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### <a name="subshader"></a>SubShader block
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A Unity shader source file contains one or more [SubShader](https://docs.unity3d.com/Manual/SL-SubShader.html) blocks. When rendering a mesh, Unity selects the first SubShader that is compatible with the GPU on the target device.
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A SubShader block can optionally contain a SubShader Tags block. Use the `Tags` keyword to declare a SubShader Tags block.
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```
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Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
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```
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A SubShader Tag with a name of `RenderPipeline` tells Unity which render pipelines to use this SubShader with, and the value of `UniversalPipeline` indicates that Unity should use this SubShader with URP.
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To execute the same shader in different render pipelines, create multiple SubShader blocks with different `RenderPipeline` tag values. To execute a SubShader block in HDRP, set the `RenderPipeline` tag to `HDRenderPipeline`, to execute it in the Built-in Render Pipeline, set `RenderPipeline` to an empty value.
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For more information on SubShader Tags, see [ShaderLab: SubShader Tags](https://docs.unity3d.com/Manual/SL-SubShaderTags.html).
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### <a name="pass"></a>Pass block
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In this example, there is one Pass block that contains the HLSL program code. For more information on Pass blocks, see [ShaderLab: Pass](https://docs.unity3d.com/Manual/SL-Pass.html).
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A Pass block can optionally contain a Pass tags block. For more information, see [URP ShaderLab Pass tags](urp-shaders/urp-shaderlab-pass-tags.md).
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### <a name="hlsl"></a>HLSLPROGRAM block
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This block contains the HLSL program code.
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> **NOTE**: HLSL language is the preferred language for URP shaders.
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> **NOTE**: URP supports the CG language. If you add the CGPROGRAM/ENDCGPROGRAM block in a shader, Unity includes shaders from the Built-in Render Pipeline library automatically. If you include shaders from the SRP shader library, some SRP shader macros and functions might conflict with the Built-in Render Pipeline shader functions. Shaders with the CGPROGRAM block are not SRP Batcher compatible.
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This block contains the `#include` declaration with the reference to the `Core.hlsl` file.
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```c++
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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```
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The `Core.hlsl` file contains definitions of frequently used HLSL macros and functions, and also contains #include references to other HLSL files (for example, `Common.hlsl` and `SpaceTransforms.hlsl`).
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For example, the vertex shader in the HLSL code uses the `TransformObjectToHClip` function from the `SpaceTransforms.hlsl` file. The function transforms vertex positions from object space to homogenous space:
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```c++
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Varyings vert(Attributes IN)
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{
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Varyings OUT;
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OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
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return OUT;
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}
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```
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The fragment shader in this basic HLSL code outputs the single color predefined in the code:
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```c++
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half4 frag() : SV_Target
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{
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half4 customColor;
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customColor = half4(0.5, 0, 0, 1);
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return customColor;
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}
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```
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Section [URP unlit shader with color input](writing-shaders-urp-unlit-color.md) shows how to add the editable color property in the Inspector window on the Material.
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