# Use the camera in a custom URP shader To use the camera in a custom Universal Render Pipeline (URP) shader, follow these steps: 1. Add `#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"` inside the `HLSLPROGRAM` in your shader file. The `Core.hlsl` file imports the `ShaderVariablesFunction.hlsl` file. 2. Use one of the following methods from the `ShaderVariablesFunction.hlsl` file. | **Method** | **Syntax** | **Description** | |-|-|-| | `GetCameraPositionWS` | `float3 GetCameraPositionWS()` | Returns the world space position of the camera. | | `GetScaledScreenParams` | `float4 GetScaledScreenParams()` | Returns the width and height of the screen in pixels. | | `GetViewForwardDir` | `float3 GetViewForwardDir()` | Returns the forward direction of the view in world space. | | `IsPerspectiveProjection` | `bool IsPerspectiveProjection()` | Returns `true` if the camera projection is set to perspective. | | `LinearDepthToEyeDepth` | `half LinearDepthToEyeDepth(half linearDepth)` | Converts a linear depth buffer value to view depth. Refer to [Cameras and depth textures](https://docs.unity3d.com/Manual/SL-CameraDepthTexture.html) for more information. | | `TransformScreenUV` | `void TransformScreenUV(inout float2 screenSpaceUV)` | Flips the y coordinate of the screen space position, if Unity uses an upside-down coordinate space. You can also input both a `uv`, and the screen height as a `float`, so the method outputs the position scaled to the screen size in pixels. | ## Example The following URP shader draws object surfaces with colors that represent the direction from the surface to the camera. ```hlsl Shader "Custom/DirectionToCamera" { SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" } Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" struct Attributes { float4 positionOS : POSITION; float2 uv: TEXCOORD0; }; struct Varyings { float4 positionCS : SV_POSITION; float2 uv: TEXCOORD0; float3 viewDirection : TEXCOORD2; }; Varyings vert(Attributes IN) { Varyings OUT; // Get the positions of the vertex in different coordinate spaces VertexPositionInputs positions = GetVertexPositionInputs(IN.positionOS); OUT.positionCS = positions.positionCS; // Get the direction from the vertex to the camera, in world space OUT.viewDirection = GetCameraPositionWS() - positions.positionWS.xyz; return OUT; } half4 frag(Varyings IN) : SV_Target { // Set the fragment color to the direction vector return float4(IN.viewDirection, 1); } ENDHLSL } } } ``` ## Additional resources - [Cameras in URP](cameras/camera-differences-in-urp.md) - [Writing custom shaders](writing-custom-shaders-urp.md) - [Upgrade custom shaders for URP compatibility](urp-shaders/birp-urp-custom-shader-upgrade-guide.md) - [HLSL in Unity](https://docs.unity3d.com/Manual/SL-ShaderPrograms.html)