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Fallback block in ShaderLab reference

Reference for the Fallback block in Shaderlab.
Read time 1 minuteLast updated 22 days ago

This page contains information on using a
Fallback
block in your ShaderLab code to assign a fallback Shader object. For information on how a Shader object works, and how Unity chooses when to use a fallback, see Shader objects introduction.

Render pipeline compatibility

Feature name

Universal Render Pipeline (URP)

High Definition Render Pipeline (HDRP)

Custom SRP

Built-in Render Pipeline

ShaderLab: Fallback blockYesYesYesYes

Syntax

To assign a fallback, you place a
Fallback
block inside a
Shader
block.

Signature

Function

Fallback "<name>"
If no compatible SubShaders are found, use the named Shader object.
Fallback Off
Do not use a fallback Shader object in place of this one. If no compatible SubShaders are found, display the error shader.

Example

This example code demonstrates the syntax for creating a Shader object that has a named fallback.
Shader "Examples/ExampleFallback"{ SubShader { // Code that defines the SubShader goes here. Pass { // Code that defines the Pass goes here. } } Fallback "ExampleOtherShader"}