This page contains information on using a CustomEditor or CustomEditorForRenderPipeline block in your ShaderLabUnity’s language for defining the structure of Shader objects. More info
See in Glossary code to assign custom editors.
| Feature name | Universal Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info See in Glossary (URP) |
High Definition Render Pipeline (HDRP) | Custom SRP | Built-in Render Pipeline |
|---|---|---|---|---|
| ShaderLab: CustomEditor block | Yes | Yes | Yes | Yes |
| ShaderLab: CustomEditorForRenderPipeline block | Yes | Yes | Yes | No |
| Signature | Function |
|---|---|
CustomEditor "[custom editor class name]" |
Unity uses the custom editor defined in the named class, unless this is overridden by a CustomEditorForRenderPipeline block. |
CustomEditorForRenderPipeline "[custom editor class name]" "[render pipeline asset class name]" |
When the active Render Pipeline Asset is the named type, Unity uses the custom editor defined in the named class. |