This tutorial introduces **uniform parameters**. It is based on Section “Minimal Shader”, Section “RGB Cube”, and Section “Debugging of Shaders”.

In this tutorial we will look at a shader that changes the fragment color depending on its position in the world. The concept is not too complicated; however, there are extremely important applications, e.g. shading with lights and environment maps. We will also have a look at shaders in the real world; i.e., what is necessary to enable non-programmers to use your shaders?

### Transforming from Object to World SpaceEdit

As mentioned in Section “Debugging of Shaders”, the vertex input parameter with semantic `POSITION`

specifies object coordinates, i.e. coordinates in the local object (or model) space of a mesh. The object space (or object coordinate system) is specific to each game object; however, all game objects are transformed into one common coordinate system — the world space.

If a game object is put directly into the world space, the object-to-world transformation is specified by the Transform component of the game object. To see it, select the object in the **Scene View** or the **Hierarchy View** and then find the Transform component in the **Inspector View**. There are parameters for “Position”, “Rotation” and “Scale” in the Transform component, which specify how vertices are transformed from object coordinates to world coordinates. (If a game object is part of a group of objects, which is shown in the Hierarchy View by means of indentation, then the Transform component only specifies the transformation from object coordinates of a game object to the object coordinates of the parent. In this case, the actual object-to-world transformation is given by the combination of the transformation of a object with the transformations of its parent, grandparent, etc.) The transformations of vertices by translations, rotations and scalings, as well as the combination of transformations and their representation as 4×4 matrices are discussed in Section “Vertex Transformations”.

Back to our example: the transformation from object space to world space is put into a 4×4 matrix, which is also known as “model matrix” (since this transformation is also known as “model transformation”). This matrix is available in the uniform parameter `_Object2World`

, which is automatically defined by Unity in this way:

```
uniform float4x4 _Object2World;
```

Since it is automatically defined, we don't need to define it (actually we must not). Instead we can use the uniform parameter `_Object2World`

without definition in the following shader:

Shader "Cg shading in world space" { SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // uniform float4x4 _Object2World; // automatic definition of a Unity-specific uniform parameter struct vertexInput { float4 vertex : POSITION; }; struct vertexOutput { float4 pos : SV_POSITION; float4 position_in_world_space : TEXCOORD0; }; vertexOutput vert(vertexInput input) { vertexOutput output; output.pos = mul(UNITY_MATRIX_MVP, input.vertex); output.position_in_world_space = mul(_Object2World, input.vertex); // transformation of input.vertex from object // coordinates to world coordinates; return output; } float4 frag(vertexOutput input) : COLOR { float dist = distance(input.position_in_world_space, float4(0.0, 0.0, 0.0, 1.0)); // computes the distance between the fragment position // and the origin (the 4th coordinate should always be // 1 for points). if (dist < 5.0) { return float4(0.0, 1.0, 0.0, 1.0); // color near origin } else { return float4(0.3, 0.3, 0.3, 1.0); // color far from origin } } ENDCG } } }

Usually, the application has to set the value of uniform parameters; however, Unity takes care of always setting the correct value of predefined uniform parameters such as `_Object2World`

; thus, we don't have to worry about it.

This shader transforms the vertex position to world space and gives it to the fragment shader in the output structure. For the fragment shader, the parameter in the output structure contains the interpolated position of the fragment in world coordinates. Based on the distance of this position to the origin of the world coordinate system, one of two colors is set. Thus, if you move an object with this shader around in the editor it will turn green near the origin of the world coordinate system. Farther away from the origin it will turn dark grey.

### More Unity-Specific UniformsEdit

There are several built-in uniform parameters that are automatically defined by Unity similarly to the `float4x4`

matrix `_Object2World`

. Here is a short list of uniforms (including `_Object2World`

) that are used in several tutorials:

uniform float4 _Time, _SinTime, _CosTime; // time values uniform float4 _ProjectionParams; // x = 1 or -1 (-1 if projection is flipped) // y = near plane; z = far plane; w = 1/far plane uniform float4 _ScreenParams; // x = width; y = height; z = 1 + 1/width; w = 1 + 1/height uniform float4 unity_Scale; // w = 1/scale; see _World2Object uniform float3 _WorldSpaceCameraPos; uniform float4x4 _Object2World; // model matrix uniform float4x4 _World2Object; // inverse model matrix // (all but the bottom-right element have to be scaled // with unity_Scale.w if scaling is important) uniform float4 _LightPositionRange; // xyz = pos, w = 1/range uniform float4 _WorldSpaceLightPos0; // position or direction of light source uniform float4x4 UNITY_MATRIX_MVP; // model view projection matrix uniform float4x4 UNITY_MATRIX_MV; // model view matrix uniform float4x4 UNITY_MATRIX_P; // projection matrix uniform float4x4 UNITY_MATRIX_T_MV; // transpose of model view matrix uniform float4x4 UNITY_MATRIX_IT_MV; // transpose of the inverse model view matrix uniform float4x4 UNITY_MATRIX_TEXTURE0; // texture matrix uniform float4x4 UNITY_MATRIX_TEXTURE1; // texture matrix uniform float4x4 UNITY_MATRIX_TEXTURE2; // texture matrix uniform float4x4 UNITY_MATRIX_TEXTURE3; // texture matrix uniform float4 UNITY_LIGHTMODEL_AMBIENT; // ambient color

For the official list of Unity's built-in uniforms, see the section “ShaderLab builtin values” in Unity's reference manual.

Some of these uniforms are actually defined in the file `UnityShaderVariables.cginc`

which is included by the file `UnityCG.cginc`

(both in the folder `CGIncludes`

). Before version 4.0 of Unity, the file `UnityCG.cginc`

had to be included with `#include "UnityCG.cginc"`

. For newer versions of Unity, this include is optional.

There are also some built-in uniforms that are not automatically defined, e.g. `_LightColor0`

. Thus, we have to define it explicitly (if it is needed):

```
uniform float4 _LightColor0;
```

Unity does not always update all of these uniforms. In particular, `_WorldSpaceLightPos0`

and `_LightColor0`

are only set correctly for shader passes that are tagged appropriately, e.g. with `Tags {"LightMode" = "ForwardBase"}`

as the first line in the `Pass {...}`

block; see also Section “Diffuse Reflection”.

### Computing the View MatrixEdit

Traditionally, it is customary to do many computations in view space, which is just a rotated and translated version of world space (see Section “Vertex Transformations” for the details). Therefore, Unity offers only the product of the model matrix and the view matrix , i.e. the model-view matrix , which is available in the uniform `UNITY_MATRIX_MV`

. The view matrix itself is not available.

However, `_Object2World`

is just the model matrix and `_World2Object`

is the inverse model matrix. (Except that all but the bottom-right element have to be scaled by `unity_Scale.w`

.) Thus, we can easily compute the view matrix. The mathematics looks like this:

In other words, the view matrix is the product of the model-view matrix and the inverse model matrix (which is `_World2Object * unity_Scale.w`

except for the bottom-right element, which is 1). Assuming that we have defined the uniforms `_World2Object`

and `unity_Scale`

, we can compute the view matrix this way in Cg:

float4x4 modelMatrixInverse = _World2Object * unity_Scale.w; modelMatrixInverse[3][3] = 1.0; float4x4 viewMatrix = mul(UNITY_MATRIX_MV, modelMatrixInverse);

### User-Specified Uniforms: Shader PropertiesEdit

There is one more important type of uniform parameters: uniforms that can be set by the user. Actually, these are called shader properties in Unity. You can think of them as user-specified uniform parameters of the shader. A shader without parameters is usually used only by its programmer because even the smallest necessary change requires some programming. On the other hand, a shader using parameters with descriptive names can be used by other people, even non-programmers, e.g. CG artists. Imagine you are in a game development team and a CG artist asks you to adapt your shader for each of 100 design iterations. It should be obvious that a few parameters, which even a CG artist can play with, might save **you** a lot of time. Also, imagine you want to sell your shader: parameters will often dramatically increase the value of your shader.

Since the description of shader properties in Unity's ShaderLab reference is quite OK, here is only an example, how to use shader properties in our example. We first declare the properties and then define uniforms of the same names and corresponding types.

Shader "Cg shading in world space" { Properties { _Point ("a point in world space", Vector) = (0., 0., 0., 1.0) _DistanceNear ("threshold distance", Float) = 5.0 _ColorNear ("color near to point", Color) = (0.0, 1.0, 0.0, 1.0) _ColorFar ("color far from point", Color) = (0.3, 0.3, 0.3, 1.0) } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" // defines _Object2World and _World2Object // uniforms corresponding to properties uniform float4 _Point; uniform float _DistanceNear; uniform float4 _ColorNear; uniform float4 _ColorFar; struct vertexInput { float4 vertex : POSITION; }; struct vertexOutput { float4 pos : SV_POSITION; float4 position_in_world_space : TEXCOORD0; }; vertexOutput vert(vertexInput input) { vertexOutput output; output.pos = mul(UNITY_MATRIX_MVP, input.vertex); output.position_in_world_space = mul(_Object2World, input.vertex); return output; } float4 frag(vertexOutput input) : COLOR { float dist = distance(input.position_in_world_space, _Point); // computes the distance between the fragment position // and the position _Point. if (dist < _DistanceNear) { return _ColorNear; } else { return _ColorFar; } } ENDCG } } }

With these parameters, a non-programmer can modify the effect of our shader. This is nice; however, the properties of the shader (and in fact uniforms in general) can also be set by scripts! For example, a JavaScript attached to the game object that is using the shader can set the properties with these lines:

renderer.sharedMaterial.SetVector("_Point", Vector4(1.0, 0.0, 0.0, 1.0)); renderer.sharedMaterial.SetFloat("_DistanceNear", 10.0); renderer.sharedMaterial.SetColor("_ColorNear", Color(1.0, 0.0, 0.0)); renderer.sharedMaterial.SetColor("_ColorFar", Color(1.0, 1.0, 1.0));

Use `sharedMaterial`

if you want to change the parameters for all objects that use this material and just `material`

if you want to change the parameters only for one object. With scripting you could, for example, set the `_Point`

to the position of another object (i.e. the `position`

of its Transform component). In this way, you can specify a point just by moving another object around in the editor. In order to write such a script, select **Create > JavaScript** in the **Project View** and copy & paste this code:

@script ExecuteInEditMode() // make sure to run in edit mode var other : GameObject; // another user-specified object function Update () // this function is called for every frame { if (null != other) // has the user specified an object? { renderer.sharedMaterial.SetVector("_Point", other.transform.position); // set the shader property // _Point to the position of the other object } }

Then, you should attach the script to the object with the shader and drag & drop another object to the `other`

variable of the script in the **Inspector View**.

### SummaryEdit

Congratulations, you made it! (In case you wonder: yes, I'm also talking to myself here. ;) We discussed:

- How to transform a vertex into world coordinates.
- The most important Unity-specific uniforms that are supported by Unity.
- How to make a shader more useful and valuable by adding shader properties.

### Further ReadingEdit

If you want to know more

- about vector and matrix operations (e.g. the
`distance()`

function), you should read Section “Vector and Matrix Operations”. - about the standard vertex transformations, e.g. the model matrix and the view matrix, you should read Section “Vertex Transformations”.
- about the application of transformation matrices to points and directions, you should read Section “Applying Matrix Transformations”.
- about Unity's built-in uniform parameters, you should read Unity's documentation about “ShaderLab builtin values”.
- about the specification of shader properties, you should read Unity's documentation about “ShaderLab syntax: Properties”.