# Find(string)

> Finds a shader with the given name. Returns null if the shader is not found.

## Definition

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

```csharp
public static Shader Find(string name)
```

### Parameters

**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)):&#x20;

### Returns

| Type                                                            | Description |
| --------------------------------------------------------------- | ----------- |
| [Shader](/engine/6000.6/script-reference/unityengine/shader.md) |             |

### Remarks

Shader.Find can be used to switch to another shader without having to keep a reference to the shader. name is the name you can see in the shader popup of any material, for example "Standard", "Unlit/Texture", "Legacy Shaders/Diffuse" etc.

Note that a shader might be not included into the player build if nothing references it. In that case, Shader.Find will work only in the Editor, and will result in the pink [error shader](/engine/6000.6/manual/materials-and-shaders/shaders/shader-troubleshooting/shader-error.md) in a build. Because of that, it is advisable to use shader references instead of finding them by name. To make sure a shader is included into the game build, do either of:

1. reference it from some of the materials used in your Scene, 2) add it under "Always Included Shaders" list in ProjectSettings/Graphics or 3) put shader or something that references it (e.g. a Material) into a "Resources" folder.

Additional Resources: [Material](/engine/6000.6/script-reference/unityengine/material.md) class.

### Examples

```csharp
using UnityEngine;

public class Example : MonoBehaviour
{
    // Create a material from code
    void Start()
    {
        // Create a material with transparent diffuse shader
        Material material = new Material(Shader.Find("Transparent/Diffuse"));
        material.color = Color.green;

        // assign the material to the renderer
        GetComponent<Renderer>().material = material;
    }
}
```
