A ShaderA program that runs on the GPU. More info
See in Glossary object contains one or more SubShaders. SubShaders let you define different GPU settings and shader programs for different hardware, render pipelinesA 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, and runtime settings. Some Shader objectsAn instance of the Shader class, a Shader object is container for shader programs and GPU instructions, and information that tells Unity how to use them. Use them with materials to determine the appearance of your scene. More info
See in Glossary contain only a single SubShader; others contain multiple SubShaders to support a range of different configurations.
For information on how a Shader object works, and the relationship between Shader objects, SubShaders and Passes, see Shader objects introduction.
In ShaderLabUnity’s language for defining the structure of Shader objects. More info
See in Glossary, you define a SubShader by placing a SubShader
block inside a Shader
block.
This example code demonstrates the syntax for creating a Shader object that contains a single SubShader, which in turn contains a single Pass.
Shader "Examples/SinglePass"
{
SubShader
{
Tags { "ExampleSubShaderTagKey" = "ExampleSubShaderTagValue" }
LOD 100
// ShaderLab commands that apply to the whole SubShader go here.
Pass
{
Name "ExamplePassName"
Tags { "ExamplePassTagKey" = "ExamplePassTagValue" }
// ShaderLab commands that apply to this Pass go here.
// HLSL code goes here.
}
}
}
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