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 ShaderLab code to assign custom editors.
Render pipeline compatibility
| Feature name |
Universal Render Pipeline (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