Version: Unity 6.7 Alpha (6000.7)
Language : English
Get the current framebuffer with the GrabPass command in the Built-In Render Pipeline
Single color shader example in the Built-In Render Pipeline

HLSL 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.

This section contains example source code for hand-coded custom shaders that are compatible with the Built-in Render Pipeline.

Page Description
Single color shader example Example of a shader that renders a single color.
Checkerboard pattern shader example Example of a shader that renders a checkerboard pattern.
Simple unlit shader example Example of a shader that renders an unlit texture.
Mesh normals shader example Example of a shader that renders mesh normals as colors.
Reflections shader example Example of a shader that renders a reflection of the sky.
Normal map texture shader example Example of a shader that uses a normal map texture to render reflections.
Tri-planar texturing shader example Example of a shader that projects a texture onto an object.
Simple diffuse lighting shader example Example of a shader that uses simple diffuse lighting.
Ambient light shader example Example of a shader that uses ambient light.
Shadow casting shader example Example of a shader that casts shadows.
Receiving shadows shader example Example of a shader that does shadow calculations.
Fog shader example Example of a shader that renders fog.
Visualizing vertex data shader examples Examples of shaders that render the UVs, normals, colors, tangents, and binormals of vertices.

Additional resources

Get the current framebuffer with the GrabPass command in the Built-In Render Pipeline
Single color shader example in the Built-In Render Pipeline