Version: Unity 6.6 (6000.6)
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.

The Universal Render Pipeline (URP) doesn’t support surface shaders. For more information on how to replace surface shaders in URP, refer to Convert custom shaders for URP compatibility.

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