In addition to using Cg/HSL shader programs, OpenGL Shading Language (GLSL) Shaders can be written directly.
However, use of raw GLSL is only recommended for testing, or when you know you are only targeting Mac OS X, OpenGL ES mobile devices, or Linux. In all normal cases, Unity will cross-compile Cg/HLSL into optimized GLSL when needed.
GLSL program snippets are written between GLSLPROGRAM
and ENDGLSL
keywords.
In GLSL, all shader function entry points have to be called main()
. When Unity loads the GLSL shader, it loads the source once for the vertex program, with the VERTEX
preprocessor define, and once more for the fragment program, with the FRAGMENT
preprocessor define. So the way to separate vertex and fragment program parts in GLSL snippet is to surround them with #ifdef VERTEX .. #endif
and #ifdef FRAGMENT .. #endif
. Each GLSL snippet must contain both a vertex program and a fragment program.
Standard include files match those provided for Cg/HLSL shaders; they just have a .glslinc
extension:
UnityCG.glslinc
Vertex shader inputs come from predefined GLSL variables (gl_Vertex
, gl_MultiTexCoord0
, …) or are user defined attributes. Usually only the tangent vector needs a user defined attribute:
attribute vec4 Tangent;
Data from vertex to fragment programs is passed through varying variables, for example:
varying vec3 lightDir; // vertex shader computes this, fragment shader uses this
Unity does some preprocessing during Shader compilation; for example, texture2D/texture2DProj
functions may be replaced to texture/textureProj
, based on graphics API (GlES3, GLCore). Some extensions don’t support new convention, most notably GL_OES_EGL_image_external
.
If you want to sample external textures in GLSL shaders, use textureExternal/textureProjExternal
calls instead of texture2D/texture2DProj
.
Example:
gl_FragData[0] = textureExternal(_MainTex, uv);
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