x is 1.0 (or –1.0 if currently rendering with a flipped projection matrix), y is the camera’s near plane, z is the camera’s far plane and w is 1/FarPlane.
_ScreenParams
float4
x is the camera’s render target width in pixels, y is the camera’s render target height in pixels, z is 1.0 + 1.0/width and w is 1.0 + 1.0/height.
_ZBufferParams
float4
Used to linearize Z buffer values. x is (1-far/near), y is (far/near), z is (x/far) and w is (y/far).
unity_OrthoParams
float4
x is orthographic camera’s width, y is orthographic camera’s height, z is unused and w is 1.0 when camera is orthographic, 0.0 when perspective.
unity_CameraProjection
float4x4
Camera’s projection matrix.
unity_CameraInvProjection
float4x4
Inverse of camera’s projection matrix.
unity_CameraWorldClipPlanes[6]
float4
Camera frustum plane world space equations, in this order: left, right, bottom, top, near, far.
Time
Name
Type
Value
_Time
float4
Time since level load (t/20, t, t*2, t*3), use to animate things inside the shaders.
_SinTime
float4
Sine of time: (t/8, t/4, t/2, t).
_CosTime
float4
Cosine of time: (t/8, t/4, t/2, t).
unity_DeltaTime
float4
Delta time: (dt, 1/dt, smoothDt, 1/smoothDt).
Lighting
Name
Type
Value
_LightColor0 (declared in Lighting.cginc)
fixed4
Light color.
_WorldSpaceLightPos0
float4
Directional lights: (world space direction, 0). Other lights: (world space position, 1).
_LightMatrix0 (declared in AutoLight.cginc)
float4x4
World-to-light matrix. Used to sample cookie & attenuation textures.
(ForwardBase pass only) world space positions of first four non-important point lights.
unity_4LightAtten0
float4
(ForwardBase pass only) attenuation factors of first four non-important point lights.
unity_LightColor
half4[4]
(ForwardBase pass only) colors of of first four non-important point lights.
Deferred shading and deferred lighting, used in the lighting pass shader (all declared in UnityDeferredLibrary.cginc):
Name
Type
Value
_LightColor
float4
Light color.
_LightMatrix0
float4x4
World-to-light matrix. Used to sample cookie & attenuation textures.
Fog and Ambient
Name
Type
Value
UNITY_LIGHTMODEL_AMBIENT
fixed4
Ambient lighting color (Equator ambient in three-color lighting case).
unity_AmbientSky
fixed4
Sky ambient lighting color in three-color lighting case.
unity_AmbientGround
fixed4
Ground ambient lighting color in three-color lighting case.
unity_FogColor
fixed4
Fog color.
unity_FogParams
float4
Parameters for fog calculation: (density / sqrt(ln(2)), density / ln(2), –1/(end-start), end/(end-start)). x is useful for Exp2 fog mode, y for Exp mode, z and w for Linear mode.