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Library -Artifacts
2023-03-28 12:24:16 -05:00

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# Drawing a texture
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](writing-shaders-urp-unlit-color.md) and make the following changes to the ShaderLab code:
1. In the Properties block, replace the existing code with the `_BaseMap` property definition.
```c++
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.
!["Texture property with Tiling and Offset controls"](Images/shader-examples/unlit-shader-tutorial-texture-property-in-inspector.png)
When you declare a property with the `[MainTexture]` attribute, Unity uses this property as the [main texture](https://docs.unity3d.com/ScriptReference/Material-mainTexture.html) 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](https://docs.unity3d.com/ScriptReference/Material-mainTexture.html) even it does not have the `[MainTexture]` attribute.
2. In `struct Attributes` and `struct Varyings`, add the `uv` variable for the UV coordinates on the texture:
```c++
float2 uv : TEXCOORD0;
```
3. Define the texture as a 2D texture and specify a sampler for it. Add the following lines before the CBUFFER block:
```c++
TEXTURE2D(_BaseMap);
SAMPLER(sampler_BaseMap);
```
The TEXTURE2D and the SAMPLER macros are defined in one of the files referenced in `Core.hlsl`.
4. 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 name `UnityPerMaterial`. For more information on the SRP Batcher, see the page [Scriptable Render Pipeline (SRP) Batcher](https://docs.unity3d.com/Manual/SRPBatcher.html).
```c++
CBUFFER_START(UnityPerMaterial)
float4 _BaseMap_ST;
CBUFFER_END
```
5. To apply the tiling and offset transformation, add the following line in the vertex shader:
```c++
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.
6. In the fragment shader, use the `SAMPLE_TEXTURE2D` macro to sample the texture:
```c++
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.
![Base Map texture on a Material](Images/shader-examples/unlit-shader-tutorial-texture-with-scene.png)
Below is the complete ShaderLab code for this example.
```c++
// 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](writing-shaders-urp-unlit-normals.md) shows how to visualize normal vectors on the mesh.