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Question by el_kainan_explot · Mar 15, 2021 at 10:19 AM · shaderhlslunitycg

Porting UnityCG shader to HLSL to use on UniversalRP

I'm trying to use this custom shader from Sebastian League on Universal Render Pipeline, but since it only accepts HLSL language i have to port it. Its supposed to display a flat projection of a camera onto a surface, and have the camera follow the player's movement so it looks like a window. But i only got it to become grey. alt text Heres what i got so far: The original code:

 Shader "Custom/Portal"
 {
     Properties
     {
         _InactiveColour ("Inactive Colour", Color) = (1, 1, 1, 1)
     }
     SubShader
     {
         Tags { "RenderType"="Opaque" }
         LOD 100
         Cull Off
  
         Pass
         {
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             #include "UnityCG.cginc"
  
             struct appdata
             {
                 float4 vertex : POSITION;
             };
  
             struct v2f
             {
                 float4 vertex : SV_POSITION;
                 float4 screenPos : TEXCOORD0;
             };
  
             sampler2D _MainTex;
             float4 _InactiveColour;
             int displayMask; // set to 1 to display texture, otherwise will draw test colour
            
  
             v2f vert (appdata v)
             {
                 v2f o;
                 o.vertex = UnityObjectToClipPos(v.vertex);
                 o.screenPos = ComputeScreenPos(o.vertex);
                 return o;
             }
  
             fixed4 frag (v2f i) : SV_Target
             {
                 float2 uv = i.screenPos.xy / i.screenPos.w;
                 fixed4 portalCol = tex2D(_MainTex, uv);
                 return portalCol * displayMask + _InactiveColour * (1-displayMask);
             }
             ENDCG
         }
     }
     Fallback "Standard" // for shadows
 }


My HLSL conversion:

 Shader "Custom/AverageShader"
 {
  
     Properties
     {
  
     }
  
     SubShader
     {
         Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
         LOD 100
         Cull Off
        
         Pass
         {
             HLSLPROGRAM
             #pragma vertex vert
             #pragma fragment frag
  
             #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
             //#include "UnityCG.cginc"
  
             struct appdata
             {
                 float4 vertex : POSITION;
             };
  
             struct Varyings
             {
                 float4 vertex  : SV_POSITION;
                 float4 screenPos : TEXCOORD0;
             };
  
             sampler2D _MainTex;
            
             Varyings vert (appdata v)
             {
                 Varyings o;
                 //o.vertex = UnityObjectToClipPos(v.vertex);
                 o.vertex = mul(mul(unity_MatrixVP, unity_ObjectToWorld), (v.vertex));
                 o.screenPos = ComputeScreenPos(o.vertex);
                 return o;
             }
            
             float4 frag (Varyings i) : SV_Target
             {
                 float2 uv = i.screenPos.xy / i.screenPos.w;
                 float4 portalCol = tex2D(_MainTex, uv);
                 return portalCol;
             }
            
             ENDHLSL
         }
     }
 }

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