View and edit properties and settings for a shaderA program that runs on the GPU. More info
See in Glossary.
The following properties are available only for ShaderLab shaders.
Property | Description |
---|---|
Default Maps | Displays the textures that appear as material properties. |
NonModifiable Maps | Displays the textures that have the [NonModifiableTextureData] attribute in the shader. These textures don’t appear as material properties. |
The following properties are available only for shader graphs.
Property | Description |
---|---|
Open Shader Editor | Opens the Shader Graph window so you can edit the shader graph. |
View Generated Shader | Opens your text editor with the ShaderLabUnity’s language for defining the structure of Shader objects. More info See in Glossary shader code that Shader Graph generates. |
Copy Shader | Copies the ShaderLab shader code that Shader Graph generates to the clipboard. |
Property | Description |
---|---|
Surface Shader | Opens your text editor with the shader Unity generates, if the shader is a surface shaderA streamlined way of writing shaders for the Built-in Render Pipeline. More info See in Glossary. |
Fixed Function | Opens your text editor with the shader Unity generates, if the shader is a fixed function shader. |
Preprocess only | Sets Compile and show code to generate only the preprocessed code, instead of the final code. For more information, refer to Shader compilation. |
Strip #line directives | Removes #line statements that display how the preprocessed code maps to the original ShaderLab and HLSL code. This property is available only if you enable Preprocess only. |
Compiled code | Select Compile and show code to open your text editor with the shader code Unity compiles. Use the dropdown to select which graphics APIs and platforms Unity compiles the code for. For more information, refer to Compiled code dropdown. This property is only available for code shaders. For shader graphs, select View Generated Shader. |
Cast shadows | Displays whether geometry casts shadows when it uses this shader. |
Render queue | Displays which render queue Unity uses for geometry that uses this shader. For more information, refer to Set the render queue of a shader. |
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 |
Displays the shader LOD value of the shader, which Unity uses to prioritize shaders. For more information, refer to Prioritize lower quality shaders with the LOD command. |
Ignore projector | Displays whether geometry that uses this shader receives effects from projector components. |
Disable batching | Displays whether the shader prevents Unity from applying dynamic batchingAn automatic Unity process which attempts to render multiple meshes as if they were a single mesh for optimized graphics performance. The technique transforms all of the GameObject vertices on the CPU and groups many similar vertices together. More info See in Glossary to geometry that uses the shader. For more information, refer to Disable dynamic batching of a shader. |
Keywords | Displays the Overridable and Not Overridable keywords the shader defines. For more information, refer to shader keywords. |
SRP Batcher | Displays whether the shader is compatible with the Scriptable Render Pipeline (SRP) Batcher. |
Properties | Displays the properties in the Properties block of the shader code. For more information, refer to Properties block reference in ShaderLab. |
For more information, refer to Shader compilation.
Property | Description |
---|---|
Current graphics device | Compiles the shader code for the graphics device on your current machine. |
Current build platform | Compiles the shader code for the current build platform. For more information, refer to Build profilesA set of customizable configuration settings to use when creating a build for your target platform. More info See in Glossary |
All platforms | Compiles the shader code for all platforms and graphics APIs. |
Custom | Compiles the shader code for the graphics APIs you select. The options are:
|
Skip unused shader_features | Strips shader variants that materials don’t use. For more information, refer to Changing how shaders work via branching and keywords. |
The bottom of the Compiled code dropdown displays the number of shader variants Unity compiles. Select Show to open your text editor with a list of the shader variants.
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