Shader Story
August 1, 2025 · View on GitHub
Common HLSL Functions: Dot
dot(a, b) returns the cosine of the angle between two normalized vectors, scaled by their lengths. It's useful for: lighting calculations, Fresnel effects, Edge detection
float d = dot(normalize(vecA), normalize(vecB)); // returns -1 to 1
Visual demo
This shader demonstrates the dot() function by computing the angle between the surface normal and a user-defined light direction. It shades the surface from dark (opposite) to bright (aligned), producing a soft lighting effect based on vector alignment.
URP Shader Code
Shader "DecompiledArt/CommonFunctions/Dot/Dot"
{
Properties
{
_LightDir("Light Direction", Vector) = (0, 1, 0, 0)
_Tint_01("Tint_01", Color) = (0, 0, 0.2, 1)
_Tint_02("Tint_02", Color) = (1, 1, 1, 1)
}
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;
half3 normalOS : NORMAL;
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
half3 normalWS : NORMAL;
};
CBUFFER_START(UnityPerMaterial)
half3 _LightDir;
half4 _Tint_01;
half4 _Tint_02;
CBUFFER_END
Varyings vert (Attributes IN)
{
Varyings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.normalWS = TransformObjectToWorldNormal(IN.normalOS);
return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
half3 n = normalize(IN.normalWS);
half3 l = normalize(_LightDir);
half d = saturate(dot(n, l));
half3 col_output = lerp(_Tint_01.rgb, _Tint_02.rgb, d);
return half4(col_output, 1.0);
}
ENDHLSL
}
}
}
URP Shader graph
🔗 Related Functions
Step • Smoothstep • Lerp
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