Unity contains several files that can be used by your shader programs to bring in predefined variables and helper functions. This is done by the standard #include directive, e.g.:
CGPROGRAM
// ...
#include "UnityCG.cginc"
// ...
ENDCG
Shader include files in Unity are with .cginc extension, and the built-in ones are:
HLSLSupport.cginc - (automatically included) Helper macros and definitions for cross-platform shader compilation.
UnityCG.cginc - commonly used global variables and helper functions.
AutoLight.cginc - lighting & shadowing functionality, e.g. surface shaders use this file internally.
Lighting.cginc - standard surface shader lighting models; automatically included when you're writing surface shaders.
TerrainEngine.cginc - helper functions for Terrain & Vegetation shaders.
These files are found inside Unity application ( on Windows, on Mac), if you want to take a look at what exactly is done in any of the helper code.
This file is automatically included when compiling shaders. It mostly declares various preprocessor macros to aid in multi-platform shader development.
This file is often included in Unity shaders to bring in many helper functions and definitions.
appdata_base: vertex shader input with position, normal, one texture coordinate.
appdata_tan: vertex shader input with position, normal, tangent, one texture coordinate.
appdata_full: vertex shader input with position, normal, tangent, vertex color and two texture coordinates.
appdata_img: vertex shader input with position and one texture coordinate.
float3 WorldSpaceViewDir (float4 v) - returns world space direction (not normalized) from given object space vertex position towards the camera.
float3 ObjSpaceViewDir (float4 v) - returns object space direction (not normalized) from given object space vertex position towards the camera.
float2 ParallaxOffset (half h, half height, half3 viewDir) - calculates UV offset for parallax normal mapping.
fixed Luminance (fixed3 c) - converts color to luminance (grayscale).
fixed3 DecodeLightmap (fixed4 color) - decodes color from Unity lightmap (RGBM or dLDR depending on platform).
float4 EncodeFloatRGBA (float v) - encodes [0..1) range float into RGBA color, for storage in low precision render target.
float DecodeFloatRGBA (float4 enc) - decodes RGBA color into a float.
float2 EncodeFloatRG (float v) and float DecodeFloatRG (float2 enc) that use two color channels.
float2 EncodeViewNormalStereo (float3 n) - encodes view space normal into two numbers in 0..1 range.
float3 DecodeViewNormalStereo (float4 enc4) - decodes view space normal from enc4.xy.
These functions are only useful when using forward rendering (ForwardBase or ForwardAdd pass types).
float3 WorldSpaceLightDir (float4 v) - computes world space direction (not normalized) to light, given object space vertex position.
float3 ObjSpaceLightDir (float4 v) - computes object space direction (not normalized) to light, given object space vertex position.
float3 Shade4PointLights (...) - computes illumination from four point lights, with light data tightly packed into vectors. Forward rendering uses this to compute per-vertex lighting.
These functions are only useful when using per-vertex lit shaders ("Vertex" pass type).
float3 ShadeVertexLights (float4 vertex, float3 normal) - computes illumination from four per-vertex lights and ambient, given object space position & normal.
Page last updated: 2012-09-04