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 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.
FallbackRender pipeline compatibility
Feature name | Universal Render Pipeline (URP) | High Definition Render Pipeline (HDRP) | Custom SRP | Built-in Render Pipeline |
|---|---|---|---|---|
| ShaderLab: Fallback block | Yes | Yes | Yes | Yes |
Syntax
To assign a fallback, you place a block inside a block.
FallbackShaderSignature | Function |
|---|---|
| If no compatible SubShaders are found, use the named Shader object. |
| 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"}