# Transform positions in a custom URP shader To transform positions 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** | |-|-|-| | `GetNormalizedScreenSpaceUV` | `float2 GetNormalizedScreenSpaceUV(float2 positionInClipSpace)` | Converts a position in clip space to screen space. | | `GetObjectSpaceNormalizeViewDir` | `half3 GetObjectSpaceNormalizeViewDir(float3 positionInObjectSpace)` | Converts a position in object space to the normalized direction towards the viewer. | | `GetVertexNormalInputs` | `VertexNormalInputs GetVertexNormalInputs(float3 normalInObjectSpace)` | Converts the normal of a vertex in object space to a tangent, bitangent, and normal in world space. You can also input both the normal and a `float4` tangent in object space. | | `GetVertexPositionInputs` | `VertexPositionInputs GetVertexPositionInputs(float3 positionInObjectSpace)` | Converts the position of a vertex in object space to positions in world space, view space, clip space, and normalized device coordinates. | | `GetWorldSpaceNormalizeViewDir` | `half3 GetWorldSpaceNormalizeViewDir(float3 positionInWorldSpace)` | Returns the direction from a position in world space to the viewer, and normalizes the direction. | | `GetWorldSpaceViewDir` | `float3 GetWorldSpaceViewDir(float3 positionInWorldSpace)` | Returns the direction from a position in world space to the viewer. | ## Structs ### VertexPositionInputs Use the `GetVertexNormalInputs` method to get this struct. | **Field** | **Description** | |-------|-------------| | `float3 positionWS` | The position in world space. | | `float3 positionVS` | The position in view space. | | `float4 positionCS` | The position in clip space. | | `float4 positionNDC` | The position as normalized device coordinates (NDC). | ### VertexNormalInputs Use the `GetVertexNormalInputs` method to get this struct. | **Field** | **Description** | |---------|-------------| | `real3 tangentWS` | The tangent in world space. | | `real3 bitangentWS` | The bitangent in world space. | | `float3 normalWS` | The normal in world space. | ## Example The following URP shader draws object surfaces with colors that represent their position in screen space. ```hlsl Shader "Custom/ScreenSpacePosition" { 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 positionWS : TEXCOORD2; }; Varyings vert(Attributes IN) { Varyings OUT; OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz); // Get the position of the vertex in different spaces VertexPositionInputs positions = GetVertexPositionInputs(IN.positionOS); // Set positionWS to the screen space position of the vertex OUT.positionWS = positions.positionWS.xyz; return OUT; } half4 frag(Varyings IN) : SV_Target { // Set the fragment color to the screen space position vector return float4(IN.positionWS.xy, 0, 1); } ENDHLSL } } } ``` ## Additional resources - [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) - [Shader semantics](https://docs.unity3d.com/Manual/SL-ShaderSemantics.html)