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Unity Engine


Use the camera in a custom URP shader

Get the position and direction of the camera.
読み終わるまでの所要時間 2 分最終更新 22日前

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 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.
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 } }}

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