How you write custom shadersA program that runs on the GPU. More info
See in Glossary in Unity depends on the 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 you use:
When you write shaders for Unity, you use the following languages:
You do not need to use different languages for different platforms; Unity compiles your HLSL and ShaderLab code into different languages for different graphics APIs. For more information, see Shader compilation.
Note: You can also directly write your shader programs in GLSL and Metal if you want. This is not recommended or needed as part of a normal workflow. For more information on using GLSL, see GLSL in Unity.
ShaderLab is a declarative language that you use in shader source files. It uses a nested-braces syntax to describe a Shader object.
There are many things that you can define in ShaderLab, but the most common are:
There are different ways of writing shaders:
In some cases, you must write your shader code differently depending on the graphics API that you are targeting. For information on this, see Writing shaders for different graphics APIs.
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