Version: Unity 6.1 Alpha (6000.1)
Language : English
Use indirect lighting in a custom URP shader
ShaderLab Pass tags in URP reference

Use shadows in a custom URP shader

To use shadows in a custom Universal Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary
(URP) shaderA program that runs on the GPU. More info
See in Glossary
, follow these steps:

  1. Add #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" inside the HLSLPROGRAM in your shader file. The Core.hlsl file imports the Shadows.hlsl and RealtimeLights.hlsl files.
  2. Use any of the methods from the following sections.

Get a position in shadow space

Use these methods to convert positions to shadow map positions.

Method Syntax Description
GetShadowCoord float4 GetShadowCoord(VertexPositionInputs vertexInputs) Converts a vertex position into shadow space. Refer to Transform positions in a custom URP shader for information on the VertexPositionInputs struct.
TransformWorldToShadowCoord float4 TransformWorldToShadowCoord(float3 positionInWorldSpace) Converts a position in world space to shadow space.

Calculate shadows

The following methods calculate shadows using shadow maps. To use these methods, follow these steps first:

  1. Make sure there are objects in your sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
    See in Glossary
    that have a ShadowCaster shader pass, for example objects that use the Universal Render Pipeline/Lit shader.
  2. Add #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN to your shader, so it can access the shadow map for the main light.
  3. Add #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS to your shader, so it can access the shadow maps for additional lights.
Method Syntax Description
GetMainLight Light GetMainLight(float4 shadowCoordinates) Returns the main light in the scene, with a shadowAttenuation value based on whether the position at the shadow coordinates is in shadow.
ComputeCascadeIndex half ComputeCascadeIndex(float3 positionInWorldSpace) Returns the index of the shadow cascade at the position in world space. Refer to Shadow cascades for more information.
MainLightRealtimeShadow half MainLightRealtimeShadow(float4 shadowCoordinates) Returns the shadow value from the main shadow map at the coordinates. Refer to Shadow mapping for more information.
AdditionalLightRealtimeShadow half AdditionalLightRealtimeShadow(int lightIndex, float3 positionInWorldSpace) Returns the shadow value from the additional light shadow map at the position in world space.
GetMainLightShadowFade half GetMainLightShadowFade(float3 positionInWorldSpace) Returns the amount to fade the shadow from the main light, based on the distance between the position and the cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
.
GetAdditionalLightShadowFade half GetAdditionalLightShadowFade(float3 positionInWorldSpace) Returns the amount to fade the shadow from additional lights, based on the distance between the position and the camera.
ApplyShadowBias float3 ApplyShadowBias(float3 positionInWorldSpace, float3 normalWS, float3 lightDirection) Adds shadow bias to the position in world space. Refer to Shadow troubleshooting for more information.

Example

The following URP shader draws simple shadows onto a surface.

To generate shadows, make sure there are objects in your scene that have a ShadowCaster shader pass, for example objects that use the Universal Render Pipeline/Lit shader.

Shader "Custom/SimpleShadows"
{
    SubShader
    {

        Tags { "RenderType" = "AlphaTest" "RenderPipeline" = "UniversalPipeline" }

        Pass
        {
            HLSLPROGRAM

            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN

            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"

            struct Attributes
            {
                float4 positionOS  : POSITION;
            };

            struct Varyings
            {
                float4 positionCS  : SV_POSITION;
                float4 shadowCoords : TEXCOORD3;
            };

            Varyings vert(Attributes IN)
            {
                Varyings OUT;

                OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz);

                // Get the VertexPositionInputs for the vertex position  
                VertexPositionInputs positions = GetVertexPositionInputs(IN.positionOS.xyz);

                // Convert the vertex position to a position on the shadow map
                float4 shadowCoordinates = GetShadowCoord(positions);

                // Pass the shadow coordinates to the fragment shader
                OUT.shadowCoords = shadowCoordinates;

                return OUT;
            }

            half4 frag(Varyings IN) : SV_Target
            {
                // Get the value from the shadow map at the shadow coordinates
                half shadowAmount = MainLightRealtimeShadow(IN.shadowCoords);

                // Set the fragment color to the shadow value
                return shadowAmount;
            }
            
            ENDHLSL
        }
    }
}

Additional resources

Use indirect lighting in a custom URP shader
ShaderLab Pass tags in URP reference