Resources for using or writing programs that run on the GPU to control the appearance of objects in a sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary.
Page | Description |
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Introduction to shaders | Understand the different types of shader, and key terminology. |
Built-in shaders | Resources for the shaders Unity provides. Use built-in shaders to create a wide range of materials, from simple unlit colors to physically-based lit surfaces. |
Writing custom shaders | Resources for creating your own shaders using Shader Graph, or High-Level Shader Language (HLSL) and ShaderLabUnity’s language for defining the structure of Shader objects. More info See in Glossary. |
Optimize shaders | Optimizing custom shaders for runtime performance, especially on mobile platforms that have limited GPU performance. |
Shaders in URP | Resources for using or writing shaders in the 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). |
Shaders in the Built-In Render Pipeline | Resources for using shaders in the Built-In Render Pipeline to create materials for real-world objects or particles. |
Troubleshooting shaders | Solve common issues with shaders, such as hitches and stalls, or large build sizes. |
Shader languages reference | Reference for ShaderLab, and High Level Shader Language (HLSL) in Unity. |