Low-level native plug-in rendering extensions

Low-level native plug-in Shader compiler access

On top of the low-level native plug-in interface, Unity also supports low level access to the shader compiler, allowing the user to inject different variants into a shader. It is also an event driven approach in which the plug-in will receive callbacks when certain builtin events happen.

Unity が公開しているシェーダーコンパイラーのアクセス拡張定義は、IUnityShaderCompilerAccess.h にあり、エディターに含まれています。

これらの拡張は、現在 D3D11 でのみサポートされています。 より多くのプラットフォームでのサポートも予定されています。

シェーダーコンパイラーアクセス拡張 API

In order to take advantage of the rendering extension, a plug-in should export UnityShaderCompilerExtEvent. There is a lot of documentation provided inside the include file.

A plug-in will get called via UnityShaderCompilerExtEvent whenever one of the builtin events is triggered by Unity. The callbacks can also be added to CommandBuffers via CommandBuffer.IssuePluginEventAndData or CommandBuffer.IssuePluginCustomBlit command from scripts.

In addition to the basic script interface, Native Code plug-ins in Unity can receive callbacks when certain events happen. This is mostly used to implement low-level rendering in your plug-in and enable it to work with Unity’s multithreaded rendering.

Unity が公開しているインターフェースを定義するヘッダーはエディターと一緒に提供されています。


Unity provides an interface (IUnityShaderCompilerExtPluginConfigure) to which the shader compiler access is configured. This interface is used by the plug-in to reserve its own keyword(s) and configure shader program and gpu program compiler masks ( For what types for shader or GPU programs the plug-in should be invoked )

Low-level native plug-in rendering extensions