Unity shader getmainlight. I can only find the node in 13.

I'm convinced the light intensity variable in Unity is broken. Therefore, I need to compare the distance between the light to the range of the light. SRPを使うメリットとしてShaderGraphが使える事というのが言われていたような気がするのですが、ShaderGraphのターゲットとしてBuiltinも加わるみたいです (正式リリースではないので、どういう扱いかは Jun 24, 2022 · 27. Note: Unity originally used the This page provides examples of custom Surface Shader lighting models in Surface Shaders A streamlined way of writing shaders for the Built-in Render Pipeline. It then multiplies this with the mesh's vertex colors and puts it into PBR's emission value In the vertex shader, the mesh UVs are multiplied by the density value to take them from a range of 0 to 1 to a range of 0 to density. png) in shader graph and URP. Normal, lightDir)); half diff2 = max(0, dot(s. I tried to add occlusion value from probes to our custom shader, but didn't find the right entrance after searching the built-in shader Get Main Light Direction Node Description. Feb 11, 2011 · Another bit of info: I'm trying to do this with a vert/fragment shader. 01. If you disable features in the URP Asset, URP automatically excludes ('strips') the related shader variants. The graph just takes the Ambient Node and lerps depending on the normal direction. xyz for it's position (w is 1/range). 0, 1. Try dropping the subgraph into your shader and hopefully it will work. void Update () lt. (Maybe you have to use a vertex and fragment shader. A variety of spheres illuminated by four lights. In a shader, multiply the lightColor by 0. (refer to URP Lit) Feb 24, 2020 · marshallxu2003. andrew-lukasik August 8, 2023, 6:43pm 2. Is this a bug or something? Jun 9, 2024 · 1. Hi, I'm trying to convert my custom shaders from built-in to URP (package version 7. A Material Inspector window opens. Press that to copy the generated shader into your system’s copy buffer. this is a float used to make fine adjustments for the intensity from your additional light. normalWS = normalInputs. Any help would be very appreciated, thanks! I have a pretty simple "toon shader" that uses a Custom Function to get GetMainLight() and then draws a shadow based on attenuation. Jan 25, 2014 · 2. I decided to do a CustomFunction node "hello world" in order to get familiar with it, but I've run into a weird issue. Also, curiously, the problem doesn't happen if do the test with single scene in the Feb 3, 2018 · I trying to create my shader graph node that returns Light Information. Script interface for light components. 下载了 Unity 2021. In the builtin render pipeline _LightColor0 is a pretty convenient variable, if you want to grab the color/intensity of a light. Hi, I am trying to implement a Custom Post Process volumetric rays shader in URP that in order to work needs the light position in screen space. the idea is you have a “UV Filtered Color” that is the color you set your light and when shine on it gets revealed. . Unity pre-calculates the illumination Description. This is the Expected Result when viewed in the Unity Editor: (at least what I would expect. At the same time, if you can have the following abilities, you can get a more smooth reading experience (of course not): Downloaded Unity 2021. normalWS; return OUT; } In the fragment shader we can now take the worldspace normal, and use the world space position to calculate the shadow coordinate. But it seems that this option is removed in 5. It's a simple shader that samples a texture where it receives shadows using shadow attenuation data. 懂得访问不存在的网站 Dec 7, 2012 · I know there are a few ways to get the ambient light color such as UNITY_LIGHTMODEL_AMBIENT or unity_AmbientEquator, but I am having trouble figuring out how to get the intensity of the ambient light. More info See in Glossary guidance, see Surface Shader Examples. That means that light intensity times light color is always capped at 1. Main light direction node is missing in the Shader Graph 13. Posts: 154. I saw shadows on the editor, but not on the build. Jan 28, 2017 · In the following images you can see that on a standard lit cube the shadow is cast just fine but the moment it hits the material using the shader the shadow completely disappears, and also that additional lights are removing shadows cast by the main light exactly as you would expect. Just add the suffix to your custom defined function. I found this page and added pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN Jan 12, 2020 · 1. Individual shaders and compute shaders can use up to 65,534 local shader keywords. normalOS. Aug 2, 2020 · Fragment Shader. Nov 2, 2020 · You can hack around the HDRP issue by creating a component to sample your Sun Light. Joined: Feb 24, 2020. Jan 7, 2021 · I switched to 2021 and Vegetation shader from Unity Boat Attack project works, but I get errors when trying to edit NullReferenceException: Object reference not set to an instance of an object 知乎专栏提供一个平台,让用户可以随心所欲地进行写作和自由表达自己的观点。 Jun 21, 2018 · For example: Code (CSharp): float4 shadowCoord = TransformWorldToShadowCoord ( positionWorldSpace); Light mainLight = GetMainLight ( inputData. 1Do you have a material that doesn't look quite right in Unity's URP lit shader graph? Or would you like to experiment with styliz Mar 21, 2023 · 5) "LIGHT_LOOP_BEGIN" can handle "forward_plus" macro, but it's never called in forward+. _LightColor0, _ModelLightColor [0] and _SpecularLightColor [0] are the GetMainLight: Light GetMainLight() Returns the main light in the scene. This is currently what I'm doing, but it's becoming nearly as much a PITA as option 1. To clarify, I'm talking about the color set in Lighting > Environment Lighting > Ambient Color when Source is set to Color. 0 / (1. Normal, lightDir2)); Jan 2, 2015 · surface brightness = light color * clamp (1. I've attached the following code snippet and Shadergraph float4 shadowCoord = TransformWorldToShadowCoord(positionWorldSpace); Light mainLight = GetMainLight(inputData. deltaTime ; Using the Lit Shader in the Editor. Built for Unity 2019. May 16, 2022 · We are migrating the Unity Forums to Unity Discussions. There must be something else about your setup that is making your object respond to light or appear to do so. For every pixel the shader marches to the light source and sees if that pixel would be occluded or not, and specifically the ratio of free and occluded space to determine the darkness of that pixel Dec 20, 2021 · UV light reveal shader can be made in amplify editor. The Modes are: Baked: Unity pre-calculates the illumination from Baked Lights before runtime, and does not include them in any runtime lighting calculations. Otherwise, it outputs 1, or white. _GridSpacing("Grid Spacing", Float) = 10. Dec 9, 2020 · Posts: 1. (Technically, we could also calculate the shadow coordinate in the vertex shader and pass Jun 15, 2020 · urp管线的自学hlsl之路 第十篇 主光源阴影投射和接收. Edit: sorry about the 128000 default color in the graph, I'm using real lux values with exposure so the sun is 128000 (in shader preview only), you can change it in the hlsl. The main directional light is the one casting shadows if there is any. Alternatively, you could also create a few dummy materials with the used variants. 其中为兰伯特光照模型,若需要改成半兰伯特,则LightAten的结果*0. ライトを取得するためには CustomFunctionノードを自分 May 7, 2024 · There’s two ways we could do this. 5即可,距离衰减未 Oct 1, 2013 · Posts: 30. Ramp texture property. Sep 14, 2020 · Ramp texture for shading. at the start of your CGPROGRAM (together with your other uniforms like the _MainTex). In URP, there's no easy way to access lights or create stylized lighting. Providing vertex data to vertex programs. For anyone interested the issue here is to deal with Unity's custom template generation. Hi, I'm starting to study shaders a bit, and I'm following different tutorials and so on. If you want to access some of those properties in a shader program, you need to declare a Cg/HLSL variable with the same name and a matching type. This speeds up builds, and reduces memory usage and file sizes. I am trying to replicate this old shader (old_shader. 0. I do this by returning GetMainLight (), which is a function in LWRP's "Lighting. Switching the shader in the build in runtime fixes the issue. Attached screenshot of the . Dec 2, 2018 · The URP works completely differently than the built in render paths; _WorldSpaceLightPos0 isn't used at all. Let’s say the density was set to 30 - this will make i. Aug 17, 2010 · So fetching first index always gives you the brightest light. Light light = GetMainLight (); light. To add a new property, use the plus arrow on the Blackboard and select the property type you want. Most tutorials online for this are for URP it seems, and for URP there's the GetMainLight() method. The latest LTS version of Unity doesn’t yet have a node to get this information, so we’ll use a Custom Function node to inject our own shader code, then wrap it in a subgraph so it can easily be reused in other graphs. I guess my assumption was that _LightMatrix0 applies a scaling based on the range; thus, if you transform to this light space and base the attenuation on the position in light space, you automatically include the range. Press the plus arrow to add new properties. For general information on writing HLSL, see Microsoft’s HLSL documentation. So I created this HLSL file: Code (CSharp 716. At zero, the sprite behaves like an Unlit Sprite. cginc. by default unlit shader cast shadow , if you like to remove shadow caster in unlit shader just open your shader in shadergraph and copy the shader then create another shader and paste generated shader then just remove shadow caster pass. SetGlobal* methods for setting those global property types. Then, in the Inspector, find the Copy Shader button. Once you have your component just sample the properties you want and set global variables. GetMainLight: Light GetMainLight() Returns the main light in the scene. 2 . 5+0. Then select Tools > Convert Shader in CopyPaste Buffer to execute the conversion. GetAdditionalLightsCount Nov 30, 2019 · Create a custom shader GUI with presets. Lighting Mar 9, 2016 · Could someone please tell me how I'd be able to access the _MainLightPosition constant using shader graph? I've tried to get it via a custom function node but it tells me the variable isn't defined. I don't know how to access _LightMatrix0 in a surface shader. the code is meant only for directional light right now. We are buulding a custom toon shader that models directional lights and point lights diffrently. Every keyword declared in the shader source file and its dependencies count towards this limit. For every pixel the shader marches to the light source and sees if that pixel would be occluded or not, and specifically the ratio of free and occluded space to GetMainLight: Light GetMainLight() Returns the main light in the scene. Dec 14, 2019 · I've been dealing with something similar (Built-in RP) and here's what I managed to figure out, based on the source code for some built-in shaders. Click Shader, and select Universal Render Pipeline > Lit. {. Now, we will have to normalize the output of the Dot Product to be in the range of 0 to 1. Jun 5, 2020 · VertexNormalInputs normalInputs = GetVertexNormalInputs(IN. Try to disable shader variant stripping in the project settings to see whether that is the cause. Or there's _LightPositionRange. 5. I have added this node to two Shader Graphs, one Unlit and one PBR (output into the emission slot). Feb 7, 2023 · With the release of Unity Editor 2019. Nov 23, 2021 · Create file based custom nodes and sub graphs in Unity. 2, we’re bringing even more features and functionality to Shader Graph. This is the third part of a tutorial series about creating a custom scriptable render pipeline. Threshold Reveal Color. Otherwise, it fallbacks to the first non shadow casting directional light. shadowCoord); // now you can use shadow to apply realtime occlusion half shadow = mainLight. Then use it like: Jul 11, 2024 · UnityUser391 July 11, 2024, 4:32pm 1. To use it in our shader, we have to add a property, which I’ll call “RampTexture”, and it’ll be Texture2D type. All materials receive same main light settings. The first involves the Step node. Look up the Shader. 12f1 HDRP, and the problem comes to me that "light" and "Light" appear unrecognizable, and the shader is pink. Nov 24, 2021 · 在 Unity 中制作基于文件的自定义节点 (Custom Node) 与子图 (Sub Graph)。. It adds support for shading with multiple directional lights. Know how to visit non-existent websites, or be able to log in to Github Aug 17, 2010 · 617. To select and use this Shader: In your Project, create or find the Material you want to use the Shader on. The shader starts off with this code: Properties. 0 - distance from light / light radius. Name "ShadowCaster". Specifically point lights don't consider surface normal only distance attenuation. 9f1) and can't figure out how to access the ambient color. We would like to show you a description here but the site won’t allow us. shadowAttenuation; You must also define the following in your . LightMode=ForwardAdd pass: the same; it's the color of the per-pixel light that this pass is applying. Different Render Pipelines may produce different results. Mar 19, 2020 · We are migrating the Unity Forums to Unity Discussions. 2 版本. In this menu, you can add inputs and outputs. Description. 同时如果你能够有下面这些能力,能获得更通顺的阅读体验(当然没有也行):. Create an unlit shader or abuse the emission output of a lit shader and do the lighting in a custom function node on shader graph. 简单接触过 Unity 的 URP Shader 代码编写,并且使用过 Shader Graph。. xyz to get the light's position in world space. Use this to control all aspects of Unity's lights. Fragment Shader 부터 살펴보면 (1)N dot L을 계산하는 부분, (2)Main Texture 로 albedo 가져오는 부분, (3)ambient를 계산하는 부분은 Shadow에 영향을 주지 않을 것이 분명합니다. I see Unity has some shader helper code that gets certain lightmap data, but it looks like it is designed to work with surface shaders. color -= ( Color. _MainTex ("Texture", 2D) = "white" {} SubShader. I wrote a tutorial to implement custom lighting, solving this problem. andrew-lukasik August 8, 2023, 6:41pm 1. 0) Other common ones are some kind of quadratic equation or smoothstep, or using one of those to clamp the inverse square falloff. You need to tell your shader what to do with the light information if you want it to be lit. This node takes two inputs called In and Edge. 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. Mar 7, 2019 · ShadowCaster. ) May 4, 2020 · After investigating, we found the differences with the Frame Debugger, instead of using our shaders with the _MAIN_LIGHT_SHADOWS_CASCADE keyword, it is using another variant with _MAIN_LIGHT_SHADOWS. Jun 1, 2022 · 126. cginc expose the current light properties: _ObjectSpaceLightPos [0] is the object space light position, also look at ObjSpaceLightDir function and the way it's used in builtin shaders. 0*normalizedDist Jul 18, 2015 · I restarted Unity (a few times) and now it works again. 12f1 and upgraded to 2022. In the light struct, the color variable, is equal to the Light's baseColor Description. This macro raises questions again. More info. Provides access to the direction of the main directional light in the scene. Tags { "RenderType"="Opaque" } Apr 2, 2020 · But, I'm still having trouble baking out my Shader Graph. UI overview. I am working on a stylized shader that needs to recreate some lightning effects and need light color for that. I see nodes for things like Ambient colors, Main Light Direction but no node to get light color ? 1 Like. Built-in shader helper functions. Post useful tutorials and other resources, as well as galleries of cool shader effects. And more if you need to support (rendering) features: To cast shadows, you need to add a shader pass with "ShadowCaster" tag. Shader declares Material properties in a Properties block. Tags{"LightMode" = "ShadowCaster"} The Mode property of a Light defines its intended use. The first thing you should do is to install the universal rp package in package manager, create a new urp asset and change your project settings → graphics → Apr 7, 2017 · It causes our shader to lose the main light source, but I could simply turn on "Add Direct Light" in the lighting window to include direct light into the probes. 1 in 2019. At one, the sprite is like a Lit Sprite. My goal is to simulate same old effect of shadow mask in old unity versions, i want show real time shadows on close distance (like 10 meters away from camera) then fades away to show baked maps for far static opaque gameobjects. It’s named as such because in math, this is known as a step function. ) However, when building to iOS the objects that are supposed to Apr 29, 2014 · So _LightColor0 does not only give you the color of the light, but the color of the light premultiplied with it's intensity. For more information, see Baked Lights Light components whose Mode property is set to Baked. This section of the manual includes information on using HLSL in a Unity-specific way. These totals include keywords used for variants, and keywords used for dynamic branching. It definitely doesn't support lighting or light maps of any sort. HLSL data types. For example these shaderA program that runs on the GPU. No matter how high you crank light intensity, the resulting color will always be 0. Posts: 1. 3. Dec 13, 2022 · Hi. To do it, we just need to add 1 to the value and later divide it by 2. More info See in Glossary: things like current object’s transformation matrices, light parameters, current time and so on. In my light model I am using the following commands: half diff = max(0, dot(s. _GridThickness("Grid Thickness", Float) = 0. I use version 2019. In the Create Node menu, locate the new Custom Function node, and click the gear icon on the top right to open the node menu. I've tried the following variables: Mar 8, 2020 · I am currently making a game based around colonizing planets, and I would like to know how I overlap a lightmap texture of the earth on a sphere, but only at the positions which are affected by shadow in shadergraph. 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. hlsl". Custom lighting in Shader Graph: Expanding your graphs in 2019 I created hlsl file with custom function for light. The only thing I can think of at the moment is that perhaps you have multiple materials on your object, one of which uses a shader that Mar 18, 2019 · Spoiler. 2. SamFernGamer4k likes this. Add two output ports for Direction and Color, and select Vector 3 for both. Sep 30, 2021 · Unity2021. half shadow = mainLight. A subreddit for all things related to shaders. If yes, you'll have to create a shader variant collection to avoid that used variants are getting stripped. Because of the variable's name, I'm assuming it contains the position of the main directional light in world space, and if I understand well, I can retrieve the vertex world position simply multiplying the vertex by the UNITY_MATRIX_MVP, like this: A subreddit for all things related to shaders. On July 12, the Unity Forums will become read-only. Sep 12, 2016 · I'm trying to write a simple frag/vert shader that, depending on whether it is in the range of a light, will paint the appropriate colour from either the 'lit' texture or from the 'unlit' texture. Replicating it in shader graph I've set up a custom node like this for retrieving shadow attenuation data: 专栏 / 【UnityShaderGraph】GetMainLight简易版 【UnityShaderGraph】GetMainLight简易版 2022年03月17日 19:02 --浏览 · --点赞 · --评论 so, I'm tryng this color ramp shader using a texture, it gets the u position with the dot of the light direction and the normals and the v is set to be the center of the image, but when I spin the object the ramp spins together with it instead of staying where the light "says" it to. ️ Tested in 2020. If you're building a shader in one Render Pipeline that you want to use in both, try checking it in both pipelines before production. Light lt; void Start() lt = GetComponent< Light >(); // Darken the light completely over a period of 2 seconds. uv input into the fragment shader contain floating point values from zero to 30 for various places of the mesh being rendered. Select the Material. 2からBuilt-inがShaderGraphのターゲットに【Unity】. Jan 16, 2017 · Jan 16, 2017. I’ve used this same code a few times before, such as in my cel shading effect, so this process Aug 24, 2011 · If you've included UnityCG. A Node might be defined in one Render Pipeline and undefined in the other. 0f) * Time. However, in URP, _LightColor0 is no longer valid for point lights, instead they are grabbed via GetAdditionalLights in Lighting. The key thing is to sample the 2D Light Texture (only available in Custom Lit shader graphs!) using the ScreenPosition for its UVs. Here is an example applying diffuse light directly to the albedo of your grid shader: Shader "Custom/Grid". See in Glossary programs. If this Node is undefined, it returns 0 (black). For more general Surface Shader A program that runs on the GPU. Unity Pipelines Supported 知乎专栏提供一个平台,让用户自由表达观点和分享写作。 Aug 8, 2023 · 2023-1, Universal-Render-Pipeline, Shader-Graph. 2; Simple contact with Unity's URP Shader code, and used Shader Graph. To use it, include it with: uniform float4 _LightColor0; // automaticly from "Lighting. ライティングしたものを加工する必要があります。. GetAdditionalLight: Light GetAdditionalLight(uint lightIndex, float3 positionInWorldSpace) Returns the lightIndex additional light that affects positionWS. LightMode=ForwardBase pass: _LightColor0 is the color of the main directional light that this pass is supposed to apply. I am using unity 2020. GetAdditionalLightsCount May 20, 2021 · You can search for them in the Create Node menu like any node, or drag them from the properties list - called the Blackboard - to the main graph surface. Unity’s built-in include files contain global variables for your shadersA program that runs on the GPU. Jun 11, 2020 · 片元着色器里,先定义一个光照类型的结构体,并使用GetMainLight ()函数把返回值给他,然后我们就可以获得主光源的颜色,方向,距离衰减,阴影衰减。. The shaders in the Universal Render Pipeline (URP) use shader keywords to support many different features, which can mean Unity compiles a lot of shader variants. Our problem is that there appears to be no way to tell if a light is a directional or point light using the provided realtime lightiing functions. See the zip below. Includes a sample toon shaded scene and example assets. The shader code will open in your script editor (MonoDevelop or Visual Studio). Additional resources: Light component. 결국은 GetMainLight() 함수에서 shadowAttenuation과 distanceAttenuation 부분이 제일 의심됩니다. hlsl text and errors. shadowAttenuation = MainLightRealtimeShadow (shadowCoord); return light; } When using this method there is no way to set a certain light as main for certain material and it does not respect Light. 9 and newer versions. GetAdditionalLightsCount Mar 17, 2005 · So in the shader it makes sense to access the "current light". In Unity, you use the HLSL programming language to write shader A program that runs on the GPU. . hlsl. The shader is correct. white / 2. Some variables in UnityCG. Then, in your shaders create the global properties that the component can write to. Great! Mar 9, 2024 · Hi, I made a custom toon shader from the shader graph in urp. Jul 31, 2019 · Start by selecting Create > Shader > Unlit Graph to create a new Unlit Shader Graph. you should also consider. 3 & 2021. To begin examining the code of the shader, double-click the shader asset in the Project View. If your shader pass doesn't have any LightMode tags, then no Lights always add illumination, so a light with a black color is the same as no light at all. Read our full announcement for more information and let us know if you have any questions. I referenced this page. The properties are an exact match for the values shown in the Inspector. For now i using the example from here Oct 10, 2016 · I'm writing a simple shader that makes objects to emit light depending on the distance from the light source. Proof: Set directional light color to solid Red (1, 0, 0). 1, the Shader Graph package officially came out of preview! Now, in 2019. Built-in shader variables. Usually lights are just created in the editor but sometimes you want to create a light from a script: using UnityEngine; Apr 29, 2014 · Light GetMainLight (float4 shadowCoord) {. Simple! Jul 28, 2022 · The GetMainLight Subgraph. Jul 11, 2013 · 1,926. You can also define float4 _LightColor0; to get the light's colour and alpha. HLSL in Unity. If your file did not include the _float property then it won't recognize the symbol. shader file to make sure your custom shader can receive shadows correctly: Oct 4, 2021 · So, to use the tool, select any Shader Graph asset in your project. I'll explain below. Essentially, if your In input is below the Edge input, then the node outputs 0, or black. In this example, we have a float LightResponsiveness which is a float from 0 to 1. On July 15, Unity Discussions will become read-only until July 18, when the new design and the migrated forum contents will go live. For example, if lightIndex is 0, this method returns the first additional light. I can only find the node in 13. 1. Anyone know how to get a vector3 for the direction of the light, on a fully baked light, in a vert/frag shader? Built-in shader variables. しかし、Shader Graph には、ライトの情報を取得するノードが無いため、. The Inspector window for this Shader contains these elements: Surface Options A sample project showcasing a simple method to calculate custom lighting inside of Shader Graph for the Lightweight Render Pipeline. I'm trying to write a simple frag/vert shader that, depending on whether it is in the range of a light, will paint the appropriate colour from either the 'lit' texture or from the 'unlit' texture. 阴影这块官方改了一些东西,和build in的实现方式不一样,翻了官方文档和网上的一些资料,研究出来了怎么实现阴影的接受和投射,这里分开讲一下,这篇只涉及主光源的阴影内容,额外多光源的阴影下一篇 Jan 5, 2014 · 3,355. Properties. shader file to make sure your custom shader can Dec 12, 2016 · i have shader graph challenge i hope you can give me some helpful tips. 0a25 with the universal render pipeline. And I made build. More info See in Glossary. This tutorial is made with Unity 2019. Feel free to ask questions about shaders as well, just preface it with [Help] tag to make your post easy to identify. Unity uses a texture with this equation baked into it: float atten = saturate (1. Jul 5, 2023 · そのようなシェーダーを書くためには、Unlit ShaderGraph に自力でライティングし、. 0 and older versions. shadowCoord); // now you can use shadow to apply realtime occlusion. 5f1. cginc in your shader, you should be able to use _WorldSpaceLightPos0. I'm trying to start with a function that gets the direction of the main light in the LWRP. For example, this disaster (not counting the 2 layers of subgraphs) is my WIP for Unity Tree Creator: Unity's Shader Graph is pretty convenient, but it can't handle everything. It assumes that your reference function has an underscore suffix such as MyCustomFunction_float (). You can refer to URP Lit to receive shadows in this shader. 6) GetAdditionalLightsCount (); doesnt work with custompass (or postprocessing), because AdditionalLightsCount is set on per-object basis by unity's rendering code. 0 + 25. 以下为shader源码。. Unity can use up to 4,294,967,294 global shader keywords. 4. Not a surface shader. 0. Accessing shader properties in Cg/HLSL. xyz); OUT. However if you're working in the shadow caster pass, then the light direction is the current world space view direction, which you can get using May 3, 2021 · You should normalize the main light position to get the light direction before passing it to lambert function. 6. cullingmask settings. us we ev vh du sk mo zs tl bo