Writing a custom shader in ShaderLab and HLSL
Resources and techniques for writing Shader objects, subshaders and shader passes in ShaderLab and HLSL.
읽는 시간 1분최근 업데이트: 한 달 전
Resources and techniques for writing Shader objects, subshaders and shader passes in ShaderLab and HLSL.
Page | Description |
|---|---|
| Create a shader file | Create a customshader asset file either using the Unity Editor or manually. |
| Add a subshader in a custom shader | Use a |
| Add a shader pass in a custom shader | Use a |
| Include a shader pass with the UsePass command | Insert a named Pass from another Shader object, to avoid reduce code duplication in shader source files. |
| Writing HLSL shader programs | Resources for writing HLSL shader programs inside a |
| GLSL in Unity | If a platform supports OpenGL Core and OpenGL ES, you can write OpenGL Shading Language (GLSL) shader programs in Unity. |
| Setting the render state on the GPU | Resources for using commands in a subshader or shader pass that change the render state on the GPU. |