Version: 2021.1
ShaderLab: legacy vertex data channel mapping
Shader compilation: pragma directives
How do you use documentation throughout your workflow? Share your experience with us by taking this survey.

HLSL in Unity

In Unity, you write shader programs using the HLSL programming language.

This section of the manual includes information on using HLSL in a Unity-specific way. For general information on writing HLSL, see Microsoft’s HLSL documentation.

Note: Unity originally used the Cg language, hence the name of some of Unity’s keywords (CGPROGRAM) and file extensions (.cginc). Unity no longer uses Cg, but these names are still in use.

Adding HLSL code to your ShaderLab code

You place your HLSL code inside code blocks in your ShaderLabUnity’s language for defining the structure of Shader objects. More info
See in Glossary
code. They usually look like this:

  Pass {
      // ... the usual pass state setup ...
      
      HLSLPROGRAM
      // compilation directives for this snippet, e.g.:
      #pragma vertex vert
      #pragma fragment frag
      
      // the shader program itself
      
      ENDHLSL

      // ... the rest of pass ...
  }

For more information on shaderA program that runs on the GPU. More info
See in Glossary
code blocks, see ShaderLab: adding shader programs.

HLSL syntax

The HLSL language itself has two syntaxes: a “legacy” DX9-style syntax, and a more modern DX10+ style syntax.

The difference is mostly in how texture sampling functions work:

ShaderLab: legacy vertex data channel mapping
Shader compilation: pragma directives