This project provides Unity C# scripts and shaders to use Projector component with Universal Render Pipeline.
Added Additional Projector Renderer
component to draw more than one projections with a single projector.
Added Terrain Render Flags
property and Terrains To Be Filtered With Render Flags
property to Projector For SRP
class.
Projector
compnent is no longer visible in Inspector. The properties of Projector
are shown in Projector For LWRP
component.
Switch the default branch to master-universal
.
Added Projector For SRP
class which is a base component of Projector For LWRP
and moved non Universal RP specific functions to it.
In conjunction with this change, the following properties are removed for simplification.
Is Dynamic
property fromProjector For LWRP
. Changes of the projector frustum are now automatically detected. No longer need to callUpdateFrustum
function manually.Camera Tags
andCameras
properties fromProjector For LWRP
. Projectors can be filtered out by camera culling mask.Stencil Ref
andStencil Mask
properties fromProjector For LWRP
. Please useStencil Mask
propety inProjector Renderer Feature
instead.Check Unity Projector Component Enabled
property fromProjector Renderer Feature
. With this change, existingForward Renderer Data
might lose the reference to theProjector Renderer Feature
. Please fixForward Renderer Data
if you seeProjectorRendererFeature is not added to the current Forward Renderer Data.
errors.
Add (Removed by the changes on 17/Jun/2020)Is Dynamic
property for projectors whose properties are frequently changed at runtime.
Add (Removed by the changes on 17/Jun/2020)Camera Tags
property to specify cameras where the projector is rendered.
FSR_PROJECTOR_FOR_LWRP
shader keyword is separated from other FSR_XXXX
keywords. Please use #pragma shader_feature
for this keyword.
See Sample Code section below for the details.
Stop disabling the original Projector
component. Also, the renderer will check if the original Projector
component is enabled or not, and if not, the projector will not be rendered.
If you are updating from older version, please manually enable the original Projector
components in your existing scenes.
If it is inconvenient to manually enable the original (Removed by the changes on 17/Jun/2020)Projector
components, you can uncheck Check Unity Projector Component Enabled
field of ProjectorRendererFeature
in your ForwardRendererData
asset.
7.1.7
Branch name | Description |
---|---|
master | A branch for Lightweight Render Pipeline (Unity 2019.2 or below). |
master-universalrp | A branch for Universal Render Pipeline (Unity 2019.3 or higher). This is the default branch. |
Clone (or submodule add) master-universalrp
branch into the Assets folder in your Unity Project. Zip file is also available for non git users.
cd Pass-to-Your-Unity-Project/Assets
git clone -b master-universalrp https://github.com/nyahoon-games/ProjectorForLWRP.git
cd Pass-to-Your-Unity-Project
git submodule add -b master-universalrp https://github.com/nyahoon-games/ProjectorForLWRP.git Assets/ProjectorForLWRP
Click here to download a zip file and extract it in your Assets folder.
If you already have a ForwardRendererData
asset and assigned it to the LightweightRenderPipelineAsset
, add a ProjectorRendererFeature
to your ForwardRendererData
.
The user interface might look different in newer versions but there must be a similer interface.
If you don’t have a ForwardRendererData
asset yet, you can use Assets/ProjectorForLWRP/Data/ForwardRendererWithProjectorPass
. Go to Graphics Settings and double click LightweightRenderPipelineAsset
in Scriptable Render Pipeline Settings. Then, in Inspector View, change Renderer Type
to custom
and assign Assets/ProjectorForLWRP/Data/ForwardRendererWithProjectorPass to Data
.
- Select an existing
GameObject
that has Projector component, or create a new emptyGameObject
. - Press
Add Component
button in Inspector View, and selectScripts
>ProjectorForLWRP
>Projector For LWRP
. - The
GameObject
will containProjector
component andProjector For LWRP
component. You still need to setupProjector
properties as usual. One thing that is different from usual settings is that you cannot use the projector shaders in Standard Assets. Please use one of the shaders in this project, or create a custom shaders if needed. Shaders in Dynamic Shadow Projector and Fast Shadow Receiver are also available (if you have old version, you might need update them). - In addition to setting up Projector properties, you might need to setup the properties of Projector For LWRP component.
Property | Description |
---|---|
Rendering Layer Mask | Only the renderers whose renderingLayerMask property contains any layers in this property can receive projection. |
Render Queue Lower/Upper Bound | Only the renderers of which the render queue values of their materials are within this range can receive projection. |
Terrain Render Flags | This property specifies what parts of the terrains in Terrains To Be Filtered With Render Flags can receive the projection. |
Terrains To Be Filtered With Render Flags | A list of terrains to which Terrain Render Flags are applied. This property is useful for the terrains which are associated with Fast Shadow Receiver. Instead of using Ignore Layers , you can add the terrains to this list to ignore only terrain surface but not details and trees. |
Shader Tag List | An array of LightMode tag values. Only the renderers whose material has a shader that contains a pass whose LightMode tag value is identical to one of the values in the array can receive projection. If a shader pass doesn't have LightMode tag, its LightMode tag value is considered as SRPDefaultUnlit . Default value is an empty array which means UniversalForward and SRPDefaultUnlit are used for this property. If the array is not empty, default tags are overwritten. To add a value, please increase Size first. |
Render Pass Event | An event in which projector render pass is inserted. Please be aware that the render queue value of the projector's material is ignored. |
Per Object Data | Kinds of per object data (other than transform matrix) that are required by the projector's material. |
Use Stencil Test | Stencil Test requires additional rendering passes, but it can reduce the cost of the projector rendering pass. If the cost of projector rendering pass can be reduced more than the cost of the additional stencil passes, you can get performance gain. Just try and see if it is effective or not. Stencil Test might not be effective at all on some GPU. You don't need stencil test, if the projector is used with Fast Shadow Receiver. |
Clear stencil after draw | If this option is checked, a stencil clear pass will be inserted after the projector rendering pass so that the subsequent projectors are rendered correctly. If not checked, another stencil bit will be allocated for the subsequent projector rendering and the stencil buffer will be cleared after all the stencil bits are consumed. By default, all the 8 stencil bits are reserved for projector rendering. If you need to keep some stencil bits for other rendering, please modify Stencil Mask property in Projector Renderer Feature . |
Prevent overwriting | If this option is checked, stencil test will never improve the performance. Instead, it prevents drawing the projection more than once on the same pixel, which could happen if there are transparent objects in the projector frustum. |
Additional Projector Renderer
draws extra projection in addition to the normal projector rendering, with a different material / different Render Queue bounds / different Render Pass Event
.
If you need a custom projector shader, please include "Assets/ProjectorForLWRP/Shaders/P4LWRP.cginc" and use fsrTransformVertex
function to transform vertex and projection uv. The shader must be compiled with FSR_PROJECTOR_FOR_LWRP
keyword.
To make the shader SRP Batcher compatible, please use #pragma enable_cbuffer
or use HLSLPROGRAM
instead of CGPROGRAM
.
Shader "Custom/Projector/Shadow"
{
Properties {
[NoScaleOffset] _ShadowTex ("Cookie", 2D) = "gray" {}
[NoScaleOffset] _FalloffTex ("FallOff", 2D) = "white" {}
_Offset ("Offset", Range (-1, -10)) = -1.0
}
SubShader
{
Tags {"Queue"="Transparent-1"}
Pass
{
ZWrite Off
Fog { Color (1, 1, 1) }
ColorMask RGB
Blend DstColor Zero
Offset -1, [_Offset]
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature_local FSR_PROJECTOR_FOR_LWRP
#pragma multi_compile_fog
#pragma multi_compile_instancing
#include "Assets/ProjectorForLWRP/Shaders/P4LWRP.cginc"
P4LWRP_V2F_PROJECTOR vert(P4LWRP_PROJECTOR_VERTEXATTRIBUTES v)
{
P4LWRP_V2F_PROJECTOR o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
fsrTransformVertex(v.vertex, o.pos, o.uvShadow);
UNITY_TRANSFER_FOG(o, o.pos);
return o;
}
fixed4 frag(P4LWRP_V2F_PROJECTOR i) : SV_Target
{
fixed4 col;
fixed falloff = tex2D(_FalloffTex, i.uvShadow.zz).a;
col.rgb = tex2Dproj(_ShadowTex, UNITY_PROJ_COORD(i.uvShadow)).rgb;
col.a = 1.0f;
col.rgb = lerp(fixed3(1,1,1), col.rgb, falloff);
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(1,1,1,1));
return col;
}
ENDHLSL
}
}
}