ShaderLab Pass tags in URP reference
Shader keywords and macros reference in URP
Make a URP shader compatible with the SRP Batcher
To ensure that a Shader is SRP Batcher compatible:
- Declare all Material properties in a single CBUFFER called
UnityPerMaterial.
- Declare all built-in engine properties, such as
unity_ObjectToWorld or unity_WorldTransformParams, in a single CBUFFER called UnityPerDraw.
For more information on the SRP Batcher, refer to the documentation on the Scriptable Render Pipeline (SRP) Batcher.
ShaderLab Pass tags in URP reference
Shader keywords and macros reference in URP