GUI Layer (Legacy)
Writing Surface Shaders

Shader Reference

Shaders in the built-in render pipeline in Unity are written in the following ways:

  • as surface shaders,
  • as vertex and fragment shaders, or
  • as fixed function shaders.

To determine which shader best fits your needs, consult the shader tutorial.

Regardless of type, shader code is always wrapped by the ShaderLab language, which organizes the shader structure. Here is an example of creating ShaderLab wrapper without shader code:

Shader "MyShader" {
    Properties {
        _MyTexture ("My Texture", 2D) = "white" { }
        // place other properties here, such as colors or vectors.
    SubShader {
        // place the shader code here for your:
        // - surface shader,
        // - vertex and program shader, or
        // - fixed function shader
    SubShader {
        // a simpler version of the subshader above goes here.
        // this version is for supporting older graphics cards.

To learn about shader basics and fixed function shaders, consult the ShaderLab syntax section. For other supported shader types, see either Writing Surface Shaders or Writing vertex and fragment shaders. You can also use post-processing effects with shaders to create full-screen filters and other interesting effects.

See Also

GUI Layer (Legacy)
Writing Surface Shaders
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。