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LOD directive in ShaderLab reference

Reference for the LOD directive in ShaderLab.
Read time 1 minuteLast updated 21 days ago

Important
The Built-In Render Pipeline is deprecated and will be made obsolete in a future release.
It remains supported, including bug fixes and maintenance, through the full Unity 6.7 LTS lifecycle.
This page contains information on using a
LOD
block in your ShaderLab code to assign a LOD (level of detail) value to a SubShader.

Render pipeline compatibility

Feature name

Universal Render Pipeline (URP)

High Definition Render Pipeline (HDRP)

Custom SRP

Built-in Render Pipeline

ShaderLab: SubShader LOD blockYesYesYesYes

Syntax

In ShaderLab, you assign a LOD value to a SubShader by placing a
LOD
block inside a
SubShader
block.

Signature

Function

LOD [value]Assigns the given LOD value to the SubShader.

LOD values for Unity's built-in shaders

In the Built-in Render Pipeline, Unity’s built-in shaders have the following LOD values:

LOD value

Shader name

100Unlit/Texture
Unlit/Color
Unlit/Transparent
Unlit/Transparent Cutout
300Standard
Standard (Specular Setup)
Autodesk Interactive

LOD values for legacy shaders

In the Built-in Render Pipeline, Unity's built-in legacy shaders have the following LOD values:

LOD value

Shader name

100VertexLit
150Decal
Reflective VertexLit
200Diffuse
250Diffuse Detail
Reflective Bumped Unlit
Reflective Bumped VertexLit
300Bumped
Specular
400Bumped Specular
500Parallax
600Parallax Specular

Additional resources