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Unity Engine


UsePass directive in ShaderLab reference

Reference for UsePass directive in ShaderLab.
阅读时间1 分钟最后更新于 25 天前

重要
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.
For information on adding a name to a Pass in ShaderLab code, see ShaderLab: adding a name to a Pass.

Render pipeline compatibility

Feature name

Universal Render Pipeline (URP)

High Definition Render Pipeline (HDRP)

Custom SRP

Built-in Render Pipeline

UsePassYesYesYesYes

Syntax

Signature

Function

UsePass "Shader object name/PASS NAME IN UPPERCASE"
Inserts the named Pass from the named Shader object.

If the named Shader object contains more than one SubShader, Unity iterates over the SubShaders until it finds the first supported SubShader that contains a Pass with the given name. For information on how Unity determines whether a SubShader is supported, see Shader objects introduction.

If the SubShader contains more than one Pass with the same name, Unity returns the last Pass it finds.

If Unity does not find a matching Pass, it shows the error shader.

Additional resources