Introduction to surface shaders in the Built-In Render Pipeline
Surface Shaders and rendering paths in the Built-In Render Pipeline

Surface Shader output structures in the Built-In Render Pipeline

Standard output structure of surface shadersA program that runs on the GPU. More info
See in Glossary
is this:

struct SurfaceOutput { fixed3 Albedo; // diffuse color fixed3 Normal; // tangent space normal, if written fixed3 Emission; half Specular; // specular power in 0..1 range fixed Gloss; // specular intensity fixed Alpha; // alpha for transparencies };

In Unity 5, surface shadersA streamlined way of writing shaders for the Built-in Render Pipeline. More info
See in Glossary
can also use physically based lighting models. Built-in Standard and StandardSpecular lighting models (see below) use these output structures respectively:

struct SurfaceOutputStandard { fixed3 Albedo; // base (diffuse or specular) color fixed3 Normal; // tangent space normal, if written half3 Emission; half Metallic; // 0=non-metal, 1=metal half Smoothness; // 0=rough, 1=smooth half Occlusion; // occlusion (default 1) fixed Alpha; // alpha for transparencies }; struct SurfaceOutputStandardSpecular { fixed3 Albedo; // diffuse color fixed3 Specular; // specular color fixed3 Normal; // tangent space normal, if written half3 Emission; half Smoothness; // 0=rough, 1=smooth half Occlusion; // occlusion (default 1) fixed Alpha; // alpha for transparencies };

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  • Introduction to surface shaders in the Built-In Render Pipeline
    Surface Shaders and rendering paths in the Built-In Render Pipeline