Preprocessor macros SHADER_STAGE_VERTEX
, SHADER_STAGE_FRAGMENT
, SHADER_STAGE_DOMAIN
, SHADER_STAGE_HULL
, SHADER_STAGE_GEOMETRY
, SHADER_STAGE_COMPUTE
are defined when compiling each ShaderA program that runs on the GPU. More info
See in Glossary stage. Typically they are useful when sharing Shader code between pixelThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
See in Glossary Shaders and compute Shaders, to handle cases where some things have to be done slightly differently.
When Surface ShadersA streamlined way of writing shaders for the Built-in Render Pipeline. More info
See in Glossary are compiled, they generate a lot of code for various passes to do lighting. When compiling each pass, one of the following macros is defined:
Macro: | Use: |
---|---|
UNITY_PASS_FORWARDBASE |
Forward renderingA rendering path that renders each object in one or more passes, depending on lights that affect the object. Lights themselves are also treated differently by Forward Rendering, depending on their settings and intensity. More info See in Glossary base pass (main directional light, lightmaps, SH). |
UNITY_PASS_FORWARDADD |
Forward rendering additive pass (one light per pass). |
UNITY_PASS_DEFERRED |
Deferred shadingA rendering path in the Built-in Render Pipeline that places no limit on the number of Lights that can affect a GameObject. All Lights are evaluated per-pixel, which means that they all interact correctly with normal maps and so on. Additionally, all Lights can have cookies and shadows. More info See in Glossary pass (renders G-buffer). |
UNITY_PASS_SHADOWCASTER |
Shadow caster and depth Texture rendering pass. |