Important: The Built-In Render Pipeline is deprecated and will be made obsolete in a future release.
It remains supported, including bug fixes and maintenance, through the full Unity 6.7 LTS lifecycle.
For more information on migration, refer to Migrating from the Built-In Render Pipeline to the Universal Render Pipeline and Render pipeline feature comparison.
This page contains information on using a Name block in your ShaderLabUnity’s language for defining the structure of Shader objects. More info
See in Glossary code to assign a name to a Pass. For information on defining Passes, see ShaderLab: defining a Pass. For information on how a ShaderA program that runs on the GPU. More info
See in Glossary object works, and the relationship between 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 Passes, see Shader object fundamentals.
| Feature name | 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) |
High Definition Render Pipeline (HDRP) | Custom SRP | Built-in Render Pipeline |
|---|---|---|---|---|
| ShaderLab: Name block | Yes | Yes | Yes | Yes |
| Signature | Function |
|---|---|
Name "<name>" |
Sets the name of the Pass. |