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@simonbroggi
Last active November 29, 2023 02:46
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Unity Shadergraph custom function node for main light data
#ifndef MAINLIGHT_INCLUDED
#define MAINLIGHT_INCLUDED
void GetMainLightData_float(out half3 direction, out half3 color, out half distanceAttenuation, out half shadowAttenuation)
{
#ifdef SHADERGRAPH_PREVIEW
// In Shader Graph Preview we will assume a default light direction and white color
direction = half3(-0.3, -0.8, 0.6);
color = half3(1, 1, 1);
distanceAttenuation = 1.0;
shadowAttenuation = 1.0;
#else
// Universal Render Pipeline
#if defined(UNIVERSAL_LIGHTING_INCLUDED)
// GetMainLight defined in Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl
Light mainLight = GetMainLight();
direction = -mainLight.direction;
color = mainLight.color;
distanceAttenuation = mainLight.distanceAttenuation;
shadowAttenuation = mainLight.shadowAttenuation;
#elif defined(HD_LIGHTING_INCLUDED)
// ToDo: make it work for HDRP (check define above)
// Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightDefinition.cs.hlsl
// if (_DirectionalLightCount > 0)
// {
// DirectionalLightData light = _DirectionalLightDatas[0];
// lightDir = -light.forward.xyz;
// color = light.color;
// ......
#endif
#endif
}
#endif
@simonbroggi
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Add the file to your Assets folder, then create a custom function node in Shader Graph like such:
Screenshot 2020-07-06 at 22 45 54

@baglayan
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Hello, did you make any progress on getting this to work with HDRP?

@simonbroggi
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simonbroggi commented Nov 2, 2020

Hello, did you make any progress on getting this to work with HDRP?

No, I haven't looked at it since. But it shouldn't be to hard, I think the comments get point in the right direction..
The problem might be that there is no main light in HDRP. You might need to just take the brightest directional light, or define your main light somewhere.

@stylerhall
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Hello, did you make any progress on getting this to work with HDRP?

You can hack around the HDRP issue by creating a component to sample your Sun Light. Once you have your component just sample the properties you want and set global variables. Then, in your shaders create the global properties that the component can write to.

Look up the Shader.SetGlobal* methods for setting those global property types.

I have this setup in my project and it works like a charm.

@AnthonyD4X
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AnthonyD4X commented Apr 16, 2021

Hello I was woundering if anyone knows of a way to get the shadow attenuation and distance attenuation in HDRP. I have been looking everywhere for answers but cant find one. Here is the code I am using to get light data in hdrp

image

@mauricin
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Is there any way to get the main light intensity also?

@mkrdei
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mkrdei commented Mar 10, 2022

Hi, I'm getting this error. Do you have any idea why?
Shader error in 'hidden/preview/MainLightNodeCustomFunction_034dc8d0349e4af2abb4da742cca9b07': undeclared identifier 'MainLightNode_float' at line 155 (on d3d11)

@vladvsydorenko
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Hi, I'm getting this error. Do you have any idea why? Shader error in 'hidden/preview/MainLightNodeCustomFunction_034dc8d0349e4af2abb4da742cca9b07': undeclared identifier 'MainLightNode_float' at line 155 (on d3d11)

Be sure you set custom function node right.
_half postfix is important and it should match Precision in custom function node settings.

image

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