本页面包含有关在 ShaderLab 代码中使用 Fallback
代码块向 Shader 对象分配回退的信息。有关 Shader 对象的工作原理以及 Unity 如何选择何时使用回退的信息,请参阅 Shader 对象简介。
功能名称 | 内置渲染管线 | 通用渲染管线 (URP) | 高清渲染管线 (HDRP) | 自定义 SRP |
---|---|---|---|---|
ShaderLab:Fallback 代码块 | 是 | 是 | 是 | 是 |
要分配回退,请在 Shader
代码块内放置一个 Fallback
代码块。
签名 | 功能 |
---|---|
Fallback "<name>" |
如果找不到兼容的 SubShader,则使用指定的 Shader 对象。 |
Fallback Off |
Do not use a fallback Shader object in place of this one. If no compatible SubShaders are found, display the error shader. |
此示例代码演示创建具有指定回退的 Shader 对象的语法。
Shader "Examples/ExampleFallback"
{
SubShader
{
// 此处是定义子着色器的代码。
Pass
{
// 此处是定义通道的代码。
}
}
Fallback "ExampleOtherShader"
}
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