The UsePass command inserts a named Pass from another Shader object. You can use this command to reduce code duplication in shader source files.
For information on adding a name to a Pass in ShaderLab code, see ShaderLab: adding a name to a Pass.
Feature name | 빌트인 렌더 파이프라인 | 유니버설 렌더 파이프라인(URP) | 고해상도 렌더 파이프라인(HDRP) | Custom SRP |
---|---|---|---|---|
UsePass | 지원 | 지원 | 지원 | 지원 |
Signature | 기능 |
---|---|
UsePass "Shader object name/PASS NAME IN UPPERCASE" |
Inserts the named Pass from the named Shader object. If the named Shader object contains more than one SubShader, Unity iterates over the SubShaders until it finds the first supported SubShader that contains a Pass with the given name. For information on how Unity determines whether a SubShader is supported, see Shader objects introduction. If the SubShader contains more than one Pass with the same name, Unity returns the last Pass it finds. If Unity does not find a matching Pass, it shows the error material. |
This example code creates a Shader object called NamedPass, which contains a Pass called ExampleNamedPass.
Shader "Examples/ContainsNamedPass"
{
SubShader
{
Pass
{
Name "ExampleNamedPass"
// The rest of the Pass contents go here.
}
}
}
This example code creates a Shader object called UseNamedPass, which uses the named Pass from the example code above.
Shader "Examples/UsesNamedPass"
{
SubShader
{
UsePass "Examples/ContainsNamedPass/EXAMPLENAMEDPASS"
}
}