This page contains information on using a LOD
block in your ShaderLabUnity’s language for defining the structure of Shader objects. More info
See in Glossary code to assign a LODThe Level Of Detail (LOD) technique is an optimization that reduces the number of triangles that Unity has to render for a GameObject when its distance from the Camera increases. More info
See in Glossary (level of detail) value to a SubShader.
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: SubShader LOD block | Yes | Yes | Yes | Yes |
In ShaderLab, you assign a LOD value to a SubShader by placing a LOD
block inside a SubShader
block.
Signature | Function |
---|---|
LOD [value] | Assigns the given LOD value to the SubShader. |
In the Built-in Render Pipeline, Unity’s built-in shadersA program that runs on the GPU. More info
See in Glossary have the following LOD values:
LOD value | Shader name |
---|---|
100 | Unlit/Texture Unlit/Color Unlit/Transparent Unlit/Transparent Cutout |
300 | Standard Standard (Specular Setup) Autodesk Interactive |
In the Built-in Render Pipeline, Unity’s built-in legacy shaders have the following LOD values:
LOD value | Shader name |
---|---|
100 | VertexLit |
150 | Decal Reflective VertexLit |
200 | Diffuse |
250 | Diffuse Detail Reflective Bumped Unlit Reflective Bumped VertexLit |
300 | Bumped Specular |
400 | Bumped Specular |
500 | Parallax |
600 | Parallax Specular |