Version: Unity 6 (6000.0)
Language : English
Fallback block in ShaderLab reference
SubShader in ShaderLab reference

Custom Editor block in ShaderLab reference

This page contains information on using a CustomEditor or CustomEditorForRenderPipeline block in your ShaderLabUnity’s language for defining the structure of Shader objects. More info
See in Glossary
code to assign custom editors.

Render pipeline compatibility

Feature name Universal Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary
(URP)
High Definition Render Pipeline (HDRP) Custom SRP Built-in Render Pipeline
ShaderLab: CustomEditor block Yes Yes Yes Yes
ShaderLab: CustomEditorForRenderPipeline block Yes Yes Yes No

Syntax

Signature Function
CustomEditor "[custom editor class name]" Unity uses the custom editor defined in the named class, unless this is overridden by a CustomEditorForRenderPipeline block.
CustomEditorForRenderPipeline "[custom editor class name]" "[render pipeline asset class name]" When the active Render Pipeline Asset is the named type, Unity uses the custom editor defined in the named class.

Additional resources

Fallback block in ShaderLab reference
SubShader in ShaderLab reference