# Use lighting in a custom URP shader To use lighting in a custom Universal Render Pipeline (URP) shader, follow these steps: 1. Add `#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"` inside the `HLSLPROGRAM` in your shader file. 2. Use any of the methods from the following sections. ## Get light data The `Lighting.hlsl` file imports the `RealtimeLights.hlsl` file, which contains the following methods. | **Method** | **Syntax** | **Description** | |-|-|-| | `GetMainLight` | `Light GetMainLight()` | Returns the main light in the scene. | | `GetAdditionalLight` | `Light GetAdditionalLight(uint lightIndex, float3 positionInWorldSpace)` | Returns the `lightIndex` additional light that affects `positionWS`. For example, if `lightIndex` is `0`, this method returns the first additional light. | | `GetAdditionalLightsCount` | `int GetAdditionalLightsCount()` | Returns the number of additional lights. | Refer to [Use shadows in a custom URP shader](use-built-in-shader-methods-shadows.md) for information on versions of these methods you can use to calculate shadows. ### Calculate lighting for a surface normal | **Method** | **Syntax** | **Description** | |-|-|-| | `LightingLambert` | `half3 LightingLambert(half3 lightColor, half3 lightDirection, half3 surfaceNormal)` | Returns the diffuse lighting for the surface normal, calculated using the Lambert model. | | `LightingSpecular` | `half3 LightingSpecular(half3 lightColor, half3 lightDirection, half3 surfaceNormal, half3 viewDirection, half4 specularAmount, half smoothnessAmount)` | Returns the specular lighting for the surface normal, using [simple shading](shading-model.md#simple-shading). | ## Calculate ambient occlusion The `Lighting.hlsl` file imports the `AmbientOcclusion.hlsl` file, which contains the following methods. | **Method** | **Syntax** | **Description** | |-|-|-| | `SampleAmbientOcclusion` | `half SampleAmbientOcclusion(float2 normalizedScreenSpaceUV)` | Returns the ambient occlusion value at the position in screen space, where 0 means occluded and 1 means unoccluded. | | `GetScreenSpaceAmbientOcclusion` | `AmbientOcclusionFactor GetScreenSpaceAmbientOcclusion(float2 normalizedScreenSpaceUV)` | Returns the indirect and direct ambient occlusion values at the position in screen space, where 0 means occluded and 1 means unoccluded. | Refer to [Ambient occlusion](post-processing-ssao.md) for more information. ## Structs ### AmbientOcclusionFactor Use the `GetScreenSpaceAmbientOcclusion` method to return this struct. | **Field** | **Description** | |-|-| | `half indirectAmbientOcclusion` | The amount the object is in shadow from ambient occlusion caused by objects blocking indirect light. | | `half directAmbientOcclusion` | The amount the object is in shadow from ambient occlusion caused by objects blocking direct light. | ### Light Use the `GetMainLight` and `GetAdditionalLight` methods to return this struct. | **Field** | **Description** | |-|-| | `half3 direction` | The direction of the light. | | `half3 color` | The color of the light. | | `float distanceAttenuation` | The strength of the light, based on its distance from the object. | | `half shadowAttenuation` | The strength of the light, based on whether the object is in shadow. | | `uint layerMask` | The layer mask of the light. | ## Example The following URP shader draws object surfaces with the amount of light they receive from the main directional light. ```hlsl Shader "Custom/LambertLighting" { SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" } Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" struct Attributes { float4 positionOS : POSITION; float2 uv: TEXCOORD0; }; struct Varyings { float4 positionCS : SV_POSITION; float2 uv: TEXCOORD0; half3 lightAmount : TEXCOORD2; }; Varyings vert(Attributes IN) { Varyings OUT; OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz); // Get the VertexNormalInputs of the vertex, which contains the normal in world space VertexNormalInputs positions = GetVertexNormalInputs(IN.positionOS); // Get the properties of the main light Light light = GetMainLight(); // Calculate the amount of light the vertex receives OUT.lightAmount = LightingLambert(light.color, light.direction, positions.normalWS.xyz); return OUT; } half4 frag(Varyings IN) : SV_Target { // Set the fragment color to the interpolated amount of light return float4(IN.lightAmount, 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) - [Diffuse](https://docs.unity3d.com/Manual/shader-NormalDiffuse.html) - [Specular](https://docs.unity3d.com/Manual/shader-NormalSpecular.html)