This page contains information on using a CustomEditor
block in your ShaderLabUnity’s language for defining the structure of Shader objects. More info
See in Glossary code to assign custom editors.
Use custom editors to display data types that Unity can’t display using its default material InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
See in Glossary, or to define custom controls or data validation.
Feature name | Built-in Render Pipeline | Universal Render Pipeline (URP) | High Definition Render Pipeline (HDRP) | Custom SRP |
---|---|---|---|---|
ShaderLab: CustomEditor block | Yes | Yes | Yes | Yes |
In ShaderLab, you can assign a custom editor for all render pipelines. To do this, you can place a CustomEditor
block inside a Shader
block.
Signature | Function |
---|---|
CustomEditor “[custom editor class name]” | Unity uses the custom editor defined in the named class. |
To define a custom editor for shaderA program that runs on the GPU. More info
See in Glossary assets that represent a given Shader object, you create a script that inherits from the ShaderGUI class. Place your script in a folder named Editor, in your Assets folder.
The script should follow this format:
using UnityEditor;
public class ExampleShaderGUI : ShaderGUI
{
public override void OnGUI (MaterialEditor materialEditor, MaterialProperty[] properties)
{
// Custom code that controls the appearance of the Inspector goes here
base.OnGUI (materialEditor, properties);
}
}
This example code demonstrates the syntax for specifying a default custom editor for a shader asset using the CustomEditor
block.
Shader "Examples/UsesCustomEditor"
{
// The Unity Editor uses the class ExampleCustomEditor to configure the Inspector for this shader asset
CustomEditor "ExampleShaderGUI"
SubShader
{
// Code that defines the SubShader goes here.
Pass
{
// Code that defines the Pass goes here.
}
}
}