# UseCustom

> Use custom shader instead of built-in one.

## Definition

* **Type:** Field
* **Namespace:** [UnityEngine.Rendering](/engine/6000.6/script-reference/unityengine/rendering.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
UseCustom = 2
```

### Remarks

This is useful for implementing custom functionality. For example, by default deferred shading does shading calculations that match the Standard shader lighting model. But if you'd want to use a different BRDF, or use a custom deferred G-buffer layout, then you'd need to override [BuiltinShaderType.DeferredShading](/engine/6000.6/script-reference/unityengine/rendering/builtinshadertype/deferredshading.md) with your own custom shader.

Additional Resources: [GraphicsSettings.SetShaderMode](/engine/6000.6/script-reference/unityengine/rendering/graphicssettings/setshadermode.md), SetCustomMode, [BuiltinShaderType](/engine/6000.6/script-reference/unityengine/rendering/builtinshadertype.md), [Graphics Settings](/engine/6000.6/manual/unity-editor/editor-settings-reference/comp-manager-group/class-graphics-settings.md).
