LEDScreenShader is a native HLSL shader for rendering realistic LED panels in Unity.
LEDScreenShaderはUnity上で高品質なLEDパネル表現を行うネイティブHLSLシェーダーです。
The current version replaces the previous Shader Graph implementation with a native shader (llcheesell/LEDScreen). It is designed for HDRP and URP, with a simplified Built-in Render Pipeline fallback shader included for compatibility only.
現在のバージョンでは、従来のShader Graph実装からネイティブシェーダー(llcheesell/LEDScreen)へ移行しています。主な対応対象はHDRP / URPです。Built-in Render Pipeline向けには簡易的なFallbackシェーダーを同梱していますが、公式サポート対象外です。
- HDRP — Supported and tested.
- URP — Supported and tested.
- Built-in Render Pipeline — A simplified fallback shader is included, but Built-in is not officially supported or actively verified.
HDRP / URPではUnity 2021およびUnity 6000.3.15で動作確認しています。Built-in Render Pipelineは未検証のため、サポート対象外として扱います。
- Native HLSL Shader — Uses a single main shader instead of separate Shader Graph assets for each render pipeline.
- Subpixel RGB Separation — LED texture RGB channels act as per-subpixel masks, reproducing red, green, and blue LED elements.
- Procedural LED Patterns — Includes procedural LED layouts such as stripe, grid, and honeycomb.
- HDR Brightness Control — Intensity Multiplier is suitable for high-luminance HDRP/URP scenes.
- Screen-Space LED Fade — Reduces moire by fading LED detail according to screen-space LED density.
- DDX/DDY Auto-Fade — Uses screen-space coverage to automatically reduce excessive LED detail.
- Cabinet Grid — Renders panel cabinet seams with configurable width, depth, and per-cabinet brightness variation.
- Motion Vectors — Provides camera motion vector support for TAA ghosting reduction in HDRP/URP.
- HDR brightness control
- Includes multiple LED panel textures
- LED fade for moire reduction
- Create a new material and set the shader to
llcheesell/LEDScreen. - Set the texture or RenderTexture to Input Screen Texture.
- Select an LED texture or procedural LED pattern.
- Adjust Intensity Multiplier based on the scene exposure and bloom settings.
The Asset Store package includes Documentation/LEDScreenShader_Start_Guide.pdf. It contains a numbered English start guide, setup steps, shader property reference, migration notes, troubleshooting, and a Japanese quick guide.
Version 2.0 replaces the previous Shader Graph implementation with the native shader llcheesell/LEDScreen.
If legacy Shader Graph materials are found, LEDScreenShader shows a migration prompt in the Unity Editor. You can also run the migration manually from Tools > LEDScreenShader > Migrate Legacy Materials to Native Shader.
The migration tool detects materials that still reference the previous Shader Graph shaders, including materials that appear as Missing Shader after updating from the GitHub package. The old input/video texture is assigned to Input Screen Texture (_InputTex). Compatible LED textures, LED tiling, input texture tiling/offset, emission color, and intensity are copied to the native shader where possible.
Version 2.0では、従来のShader Graph実装からネイティブシェーダーllcheesell/LEDScreenへ移行しています。
旧Shader Graphを参照しているマテリアルが見つかった場合、Unity Editor上で移行プロンプトが表示されます。手動で実行する場合は Tools > LEDScreenShader > Migrate Legacy Materials to Native Shader を使用してください。
GitHubパッケージの更新後にMissing Shaderになったマテリアルも、既知の旧Shader GUIDから検出して移行できます。旧Input/Videoテクスチャは Input Screen Texture(_InputTex)に割り当てます。互換性のあるLEDテクスチャ、LEDタイリング、Input TextureのTiling/Offset、Emission Color、Intensityは可能な範囲で引き継ぎます。
Input
- Input Texture (
_InputTex) — The texture or RenderTexture shown on the panel.
パネルに表示するテクスチャ、またはRenderTextureを指定します。 - Input Tiling/Offset (
_InputTex_ST) — Tiling and offset for the input texture.
LED
- LED Texture (
_LEDTex) — RGB subpixel mask texture. R/G/B channels define which subpixel areas light up.
LEDの発光パターンを指定します。R/G/Bチャンネルがそれぞれサブピクセルのマスクとして機能します。 - Procedural LED — Generates LED layouts procedurally without a texture.
テクスチャを使わず、シェーダー内でLED配列を生成します。 - LED Columns / Rows (
_LEDTilingX,_LEDTilingY) — Number of LED tiles in X/Y.
LEDパターンの横方向/縦方向のタイリング数を設定します。
Brightness
- Intensity Multiplier (
_IntensityMultiplier) — Emission intensity for HDR lighting and bloom workflows.
LED Fade
- Fade Start / End (
_FadeStart,_FadeEnd) — Screen-space density range where LED detail fades to reduce moire.
画面上のLED密度に応じてLEDディテールをフェードし、モアレを抑制します。 - Fade Bias (
_FadeBias) — Fade curve exponent (<1= early blend,>1= delayed blend) while LED detail is faded.
Cabinet Grid
- Cabinet Grid Enabled (
_CabinetGridEnabled) — Toggles cabinet seam rendering. - Cabinet Columns / Rows (
_CabinetColumns,_CabinetRows) — Number of cabinet modules in X/Y. - Cabinet Seam Width/Depth — Controls seam width and indentation strength.
- Cabinet Brightness Variance — Adds subtle luminance variation per cabinet.
Base Material
- Base Texture / Normal Map / Mask Map (
_BaseMap,_NormalMap,_MaskMap) — PBR surface properties. MaskMap channels: R=Metallic, G=AO, A=Smoothness.
パネル本体のベースマテリアルを設定します。
- Linear Color Space is recommended. Gamma Color Space can clamp bright areas more easily.
リニアカラースペースでの使用を推奨します。
-
Bloom post-processing is recommended for realistic LED brightness.
リアルなLED発光表現にはBloomポストエフェクトの併用を推奨します。 -
Built-in Render Pipeline is not officially supported. The included fallback shader is intended only as a simplified compatibility path.
Built-in Render Pipelineは公式サポート対象外です。同梱のFallbackシェーダーは簡易互換用として扱ってください。 -
The previous Shader Graph implementation is not included in the main package. The supported shader is
llcheesell/LEDScreen.
旧Shader Graph実装はメインパッケージには含めていません。現在のサポート対象はllcheesell/LEDScreenです。
Under MIT License
Credit, or notice of use is not required but much appreciated!




