Version: Unity 6.5 (6000.5)
Language : English
Shader keywords and macros reference in URP
Writing Surface Shaders

Writing custom shaders in the Built-In Render Pipeline

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.

Resources for writing HLSL code and Surface Shaders in the Built-In Render Pipeline.

Page Description
Writing Surface Shaders Resources and techniques for writing Surface Shaders in the Built-In Render Pipeline, which are streamlined shaders that interact with lighting.
Shader methods in the Built-In Render Pipeline Resources for importing prebuilt shader files and using built-in shader functions in the Built-In Render Pipeline.
Get the current framebuffer with the GrabPass command Create a special type of Pass that grabs the contents of the frame buffer into a texture, so you can use it in subsequent passes to do advanced image based effects.
HLSL shader examples in the Built-In Render Pipeline Examples of HLSL shaders in the Built-In Render Pipeline.
Shader keywords and macros reference in URP
Writing Surface Shaders