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@phi-lira
Created April 30, 2020 08:28
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Unlit Texture + Realtime Shadows shader
Shader "Universal Render Pipeline/Custom/UnlitTextureShadows"
{
Properties
{
[MainColor] _BaseColor("BaseColor", Color) = (1,1,1,1)
[MainTexture] _BaseMap("BaseMap", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalRenderPipeline"}
Pass
{
Tags { "LightMode"="UniversalForward" }
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
// -------------------------------------
// Universal Render Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _SHADOWS_SOFT
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float2 uv : TEXCOORD0;
float3 positionWS : TEXCOORD1;
float4 positionHCS : SV_POSITION;
};
TEXTURE2D(_BaseMap);
SAMPLER(sampler_BaseMap);
CBUFFER_START(UnityPerMaterial)
float4 _BaseMap_ST;
half4 _BaseColor;
CBUFFER_END
Varyings vert(Attributes IN)
{
Varyings OUT;
// GetVertexPositionInputs computes position in different spaces (ViewSpace, WorldSpace, Homogeneous Clip Space)
VertexPositionInputs positionInputs = GetVertexPositionInputs(IN.positionOS.xyz);
OUT.positionHCS = positionInputs.positionCS;
OUT.positionWS = positionInputs.positionWS;
OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap);
return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
// shadowCoord is position in shadow light space
float4 shadowCoord = TransformWorldToShadowCoord(IN.positionWS);
Light mainLight = GetMainLight(shadowCoord);
half4 color = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv) * _BaseColor;
color *= mainLight.shadowAttenuation;
return color;
}
ENDHLSL
}
// Used for rendering shadowmaps
// TODO: there's one issue with adding this UsePass here, it won't make this shader compatible with SRP Batcher
// as the ShadowCaster pass from Lit shader is using a different UnityPerMaterial CBUFFER.
// Maybe we should add a DECLARE_PASS macro that allows to user to inform the UnityPerMaterial CBUFFER to use?
UsePass "Universal Render Pipeline/Lit/ShadowCaster"
}
}
@dzitsiuk
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dzitsiuk commented May 9, 2020

Is there a way to have two subshaders in the same shader - one for Built-in RP and one for Universal?

@phi-lira
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Author

Yes. You can add a Subshader that doesn't not have the "RenderPipeline" tag. The way it works is that Unity will look at the first subshader to see if it's compatible, then if not it looks on the second and so on. The "RenderPipeline" tag tells Unity which shader is compatible with each pipeline.

Alternatively, instead of adding a Subshader you can Fallback to another one for the built-in pipeline. It works in a similar way, except you have to be careful that the material properties should match.

@phi-lira
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If anyone is interested I moved this piece of shader and I'm maintaining it in a examples project available here: https://github.com/phi-lira/UniversalShaderExamples

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ghost commented May 16, 2020

I'm looking forward to it after shadow pass compatible with srp.

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