This page contains information on using a LOD block in your ShaderLabUnity’s language for defining the structure of Shader objects. More info
See in Glossary code to assign a LODThe Level Of Detail (LOD) technique is an optimization that reduces the number of triangles that Unity has to render for a GameObject when its distance from the Camera increases. More info
See in Glossary (level of detail) value to a SubShader.
| 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: SubShader LOD block | Yes | Yes | Yes | Yes |
In ShaderLab, you assign a LOD value to a SubShader by placing a LOD block inside a SubShader block.
| Signature | Function |
|---|---|
| LOD [value] | Assigns the given LOD value to the SubShader. |
In the Built-in Render Pipeline, Unity’s built-in shadersA program that runs on the GPU. More info
See in Glossary have the following LOD values:
| LOD value | Shader name |
|---|---|
| 100 | Unlit/Texture Unlit/Color Unlit/Transparent Unlit/Transparent Cutout |
| 300 | Standard Standard (Specular Setup) Autodesk Interactive |
In the Built-in Render Pipeline, Unity’s built-in legacy shaders have the following LOD values:
| LOD value | Shader name |
|---|---|
| 100 | VertexLit |
| 150 | Decal Reflective VertexLit |
| 200 | Diffuse |
| 250 | Diffuse Detail Reflective Bumped Unlit Reflective Bumped VertexLit |
| 300 | Bumped Specular |
| 400 | Bumped Specular |
| 500 | Parallax |
| 600 | Parallax Specular |