Procedural native HLSL shader for realistic LED panels in HDRP/URP.
HDRP/URP向けの高品質なプロシージャルLEDパネルを表現するシェーダーです。HDRP and URP are the supported target render pipelines and have been verified in Unity 2021 and Unity 6000.3.15.Built-in Render Pipeline is not officially supported; a simplified fallback shader is included only for basic compatibility and does not provide the full HDRP/URP feature set.## FeaturesLEDScreenShader is a procedural native HLSL shader for creating realistic LED screen panels in Unity.Version 2.0 introduces procedural LED generation inside the shader, reducing dependence on texture-based LED masks and improving consistency across supported render pipelines.Highly detailed LED screen panel look for meshes and stage screensUnified native shader for HDRP and URPProcedural LED patterns, including grid and honeycomb layoutsOptional LED texture workflow for custom panel designsInput Texture / RenderTexture support for video-like screen contentScreen brightness adjustment with HDR intensity controlDistance-based LED detail fading to reduce unintended moire artifactsCabinet grid rendering optionsIncluded sample LED textures and materialsLegacy material migration tool for older package versions## Render Pipeline SupportHDRP and URP are the supported target render pipelines.Built-in Render Pipeline is not officially supported. A simplified fallback shader is included only for basic compatibility.HDRP and URP have been verified in Unity 2021 and Unity 6000.3.15.## NotesLinear Color Space is recommended. The shader can be used in Gamma Color Space, but bright areas may be clamped more easily.Bloom post-processing is recommended for realistic LED brightness.The main shader is `llcheesell/LEDScreen`.Older materials can be migrated from:Tools > LEDScreenShader > Migrate Legacy Materials to Native Shader## FAQ### My screen looks too dark in HDRP/URP.The scene exposure may be too bright for the material settings. Increase Intensity Multiplier and adjust Bloom / exposure settings.### Can I still use LED textures?Yes. Procedural LED generation is now the main workflow, but LED textures can still be used for custom panel looks.### What changed in version 2.0?The shader has moved from a mainly texture-based LED workflow to procedural native HLSL LED generation. The main shader is now unified for HDRP and URP, improving setup consistency and compatibility.### Does Built-in Render Pipeline work?A simplified fallback shader is included, but Built-in Render Pipeline is not officially supported.Let me know if you have any suggestions or problems.Apply the shader by selecting `llcheesell/LEDScreen` on the material you want to use as an LED panel.## Input Screen TextureSet the texture or RenderTexture shown on the LED panel. RenderTexture can be used for video playback or real-time screen content.パネルに表示するテクスチャ、またはRenderTextureを設定します。## Intensity MultiplierAdjusts the brightness intensity of the LED screen. Higher values are useful for HDR scenes and Bloom workflows.LEDパネルの発光強度を調整します。## LED Mode / Procedural LEDSelects how the LED pattern is generated. Procedural modes generate LED layouts directly in HLSL, including grid and honeycomb patterns.LEDパターンの生成方法を設定します。プロシージャルモードではHLSL内でLED配列を生成します。## LED TextureOptional LED mask texture for custom LED panel looks. This can be used when a specific LED texture design is required.任意のLEDマスクテクスチャを設定します。独自のLEDパネル表現が必要な場合に使用できます。## LED Tiling / OffsetSets the tiling and offset of the LED pattern.LEDパターンのタイリングとオフセットを設定します。## Base Texture / Normal Map / Mask MapControls the base material of the panel, including surface color, normal, metallic, and smoothness information.パネル本体のベースマテリアルを設定します。## Distant Fade Start / EndFades LED detail according to the distance from the camera. This helps reduce unintended moire artifacts.カメラ距離に応じてLEDディテールをフェードし、モアレを抑制します。## Distant Fade BrightnessAdjusts brightness compensation when LED detail fades at a distance.距離フェードによる明るさの変化を調整します。## Cabinet GridAdds cabinet/module seam rendering to the LED panel. Width, depth, and brightness variation can be adjusted.LEDパネルの筐体やモジュールの継ぎ目を表現します。## Migration ToolOlder materials can be migrated to the new native shader from:Tools > LEDScreenShader > Migrate Legacy Materials to Native ShaderThe migration tool copies compatible properties, including the previous input/video texture, to the new shader where possible.旧バージョンのマテリアルはMigration Toolで新しいネイティブシェーダーへ移行できます。

