Shaders in the built-in render pipeline in Unity are written in the following ways:
To determine which shader best fits your needs, consult the shader tutorial.
Regardless of type, shader code is always wrapped by the ShaderLabUnity’s declarative language for writing shaders. More info
See in Glossary language, which organizes the shader structure. Here is an example of creating ShaderLab wrapper without shader code:
Shader "MyShader" {
Properties {
_MyTexture ("My Texture", 2D) = "white" { }
// place other properties here, such as colors or vectors.
}
__SubShader__Each shader in Unity consists of a list of subshaders. When Unity has to display a mesh, it will find the shader to use, and pick the first subshader that runs on the user's graphics card. [More info](SL-SubShader.html)<span class="tooltipGlossaryLink">See in [Glossary](Glossary.html#subshader)</span> {
// place the shader code here for your:
// - surface shader,
// - vertex and program shader, or
// - fixed function shader
}
SubShader {
// a simpler version of the subshader above goes here.
// this version is for supporting older graphics cards.
}
}
To learn about shader basics and fixed function shaders, consult the ShaderLab syntax section. For other supported shader types, see either Writing Surface Shaders or Writing vertex and fragment shaders. You can also use post-processing effects with shaders to create full-screen filters and other interesting effects.