Version: Unity 6.7 Alpha (6000.7)
Language : English
Optimize Surface Shaders
Normal mapping Surface Shader example in the Built-In Render Pipeline

Surface Shader examples 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.

Examples of Surface Shaders in the Built-In Render Pipeline.

Page Description
Normal mapping Surface Shader example An example of a Surface Shader that uses normal mapping.
Reflection Surface Shader examples An example of a Surface Shader that renders reflections of the sky.
Vertex function Surface Shader example Example of a Surface Shader that has a custom vertex function.
Custom data Surface Shader example An example of a Surface Shader that inputs a custom color.
Final color modifier Surface Shader example An example of a Surface Shader that modifies the final output color.
Decals Surface Shader example An example of a Surface Shader that renders a decal to add detail to a material.
Wrapped diffuse Surface Shader example An example of a Surface Shader where lighting wraps around the edges of objects.
Toon shading Surface Shader example An example of a Surface Shader that uses a texture ramp to define how surfaces respond to the angles between the light and the surface normal.
Global illumination Surface Shader example An example of a Surface Shader that mimics Unity’s built-in global illumination.
Tessellation Surface Shader examples An example of a Surface Shader that uses the tessellate directive to tessellate triangles.
Optimize Surface Shaders
Normal mapping Surface Shader example in the Built-In Render Pipeline