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.
| 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 | 
| 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. |