This section contains information on the following subjects:
Page | Description |
---|---|
Introduction to writing shaders in code | Learn about ShaderLabUnity’s language for defining the structure of Shader objects. More info See in Glossary, Surface ShadersA streamlined way of writing shaders for the Built-in Render Pipeline. More info See in Glossary, and High Level ShaderA program that runs on the GPU. More info See in Glossary Language (HLSL), and which languages and approaches to use for each 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. |
Shader object fundamentals | Understand the object that Unity uses as a wrapper for shader programs and other information. |
Writing a custom shader in ShaderLab and HLSL | Resources and techniques for writing Shader objectsAn instance of the Shader class, a Shader object is container for shader programs and GPU instructions, and information that tells Unity how to use them. Use them with materials to determine the appearance of your scene. More info See in Glossary, subshaders and shader passes in ShaderLab and HLSL. |
Adding material properties to shaders | Resources and techniques for adding properties that artists can use to create, edit, and share materials with different configurations. |
Change how shaders work via branching and keywords | Resources and techniques for writing shader code so it uses conditionals to do different things under different circumstances. |
Configure if or when Unity uses a shader | Resources for using tags and blocks in a shader to configure how and when Unity uses the shader. |
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