2025-05-01 01:48:08 -07:00

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---
uid: urp-docfx-use-built-in-shader-methods-camera
---
# Use the camera in a custom URP shader
To use the camera in a custom Universal Render Pipeline (URP) shader, follow these steps:
1. Add `#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.
2. Use one of the following methods from the `ShaderVariablesFunction.hlsl` file.
| **Method** | **Syntax** | **Description** |
|-|-|-|
| `GetCameraPositionWS` | `float3 GetCameraPositionWS()` | Returns the world space position of the camera. |
| `GetScaledScreenParams` | `float4 GetScaledScreenParams()` | Returns the width and height of the screen in pixels. |
| `GetViewForwardDir` | `float3 GetViewForwardDir()` | Returns the forward direction of the view in world space. |
| `IsPerspectiveProjection` | `bool IsPerspectiveProjection()` | Returns `true` if the camera projection is set to perspective. |
| `LinearDepthToEyeDepth` | `half LinearDepthToEyeDepth(half linearDepth)` | Converts a linear depth buffer value to view depth. Refer to [Cameras and depth textures](https://docs.unity3d.com/Manual/SL-CameraDepthTexture.html) for more information. |
| `TransformScreenUV` | `void TransformScreenUV(inout float2 screenSpaceUV)` | Flips the y coordinate of the screen space position, if Unity uses an upside-down coordinate space. You can also input both a `uv`, and the screen height as a `float`, so the method outputs the position scaled to the screen size in pixels. |
## Example
The following URP shader draws object surfaces with colors that represent the direction from the surface to the camera.
```hlsl
Shader "Custom/DirectionToCamera"
{
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 viewDirection : TEXCOORD2;
};
Varyings vert(Attributes IN)
{
Varyings OUT;
// Get the positions of the vertex in different coordinate spaces
VertexPositionInputs positions = GetVertexPositionInputs(IN.positionOS);
OUT.positionCS = positions.positionCS;
// Get the direction from the vertex to the camera, in world space
OUT.viewDirection = GetCameraPositionWS() - positions.positionWS.xyz;
return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
// Set the fragment color to the direction vector
return float4(IN.viewDirection, 1);
}
ENDHLSL
}
}
}
```
## Additional resources
- [Cameras in URP](cameras/camera-differences-in-urp.md)
- [Writing custom shaders](writing-custom-shaders-urp.md)
- [Upgrade custom shaders for URP compatibility](urp-shaders/birp-urp-custom-shader-upgrade-guide.md)
- [HLSL in Unity](https://docs.unity3d.com/Manual/SL-ShaderPrograms.html)