This example shows a basic URP-compatible shader. This shader fills the meshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
See in Glossary shape with a color predefined in the shader code.
To try the shader for yourself, copy and paste the following ShaderLab code into the Shader asset.
// This shader fills the mesh shape with a color predefined in the code.
Shader "Example/URPUnlitShaderBasic"
{
// The properties block of the Unity shader. In this example this block is empty
// because the output color is predefined in the fragment shader code.
Properties
{ }
// The SubShader block containing the Shader code.
SubShader
{
// SubShader Tags define when and under which conditions a SubShader block or
// a pass is executed.
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
Pass
{
// The HLSL code block. Unity SRP uses the HLSL language.
HLSLPROGRAM
// This line defines the name of the vertex shader.
#pragma vertex vert
// This line defines the name of the fragment shader.
#pragma fragment frag
// The Core.hlsl file contains definitions of frequently used HLSL
// macros and functions, and also contains #include references to other
// HLSL files (for example, Common.hlsl, SpaceTransforms.hlsl, etc.).
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
// The structure definition defines which variables it contains.
// This example uses the Attributes structure as an input structure in
// the vertex shader.
struct Attributes
{
// The positionOS variable contains the vertex positions in object
// space.
float4 positionOS : POSITION;
};
struct Varyings
{
// The positions in this struct must have the SV_POSITION semantic.
float4 positionHCS : SV_POSITION;
};
// The vertex shader definition with properties defined in the Varyings
// structure. The type of the vert function must match the type (struct)
// that it returns.
Varyings vert(Attributes IN)
{
// Declaring the output object (OUT) with the Varyings struct.
Varyings OUT;
// The TransformObjectToHClip function transforms vertex positions
// from object space to homogenous clip space.
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
// Returning the output.
return OUT;
}
// The fragment shader definition.
half4 frag() : SV_Target
{
// Defining the color variable and returning it.
half4 customColor = half4(0.5, 0, 0, 1);
return customColor;
}
ENDHLSL
}
}
}
The fragment shader colors the GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary dark red (RGB value (0.5, 0, 0)).
The following section introduces you to the structure of this basic Unity shader.
Unity shaders are written in a Unity-specific language called ShaderLabUnity’s language for defining the structure of Shader objects. More info
See in Glossary.
The Unity shader in this example has the following blocks:
ShaderLab code starts with the Shader
declaration.
Shader "Example/URPUnlitShaderBasic"
The path in this declaration determines the display name and location of the Unity shader in the Shader menu on a Material. The method Shader.Find also uses this path.
The Properties block contains the declarations of properties that users can set in the InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
See in Glossary window on a Material.
In this example, the Properties block is empty, because this Unity shader does not expose any Material properties that a user can define.
A Unity shader source file contains one or more SubShader blocks. When rendering a mesh, Unity selects the first SubShader that is compatible with the GPU on the target device.
A SubShader block can optionally contain a SubShader Tags block. Use the Tags
keyword to declare a SubShader Tags block.
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
A SubShader Tag with a name of RenderPipeline
tells Unity which render pipelinesA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary to use this SubShader with, and the value of UniversalPipeline
indicates that Unity should use this SubShader with URP.
To execute the same shader in different render pipelines, create multiple SubShader blocks with different RenderPipeline
tag values. To execute a SubShader block in HDRP, set the RenderPipeline
tag to HDRenderPipeline
, to execute it in the Built-in Render Pipeline, set RenderPipeline
to an empty value.
For more information on SubShader Tags, refer to ShaderLab: SubShader Tags.
In this example, there is one Pass block that contains the HLSL program code. For more information on Pass blocks, refer to ShaderLab: Pass.
A Pass block can optionally contain a Pass tags block. For more information, refer to URP ShaderLab Pass tags.
This block contains the HLSL program code.
Note: HLSL language is the preferred language for URP shaders.
Note: URP supports the CG language. If you add the CGPROGRAM/ENDCGPROGRAM block in a shader, Unity includes shaders from the Built-in Render Pipeline library automatically. If you include shaders from the SRP shader library, some SRP shader macros and functions might conflict with the Built-in Render Pipeline shader functions. Shaders with the CGPROGRAM block are not SRP Batcher compatible.
This block contains the #include
declaration with the reference to the Core.hlsl
file.
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
The Core.hlsl
file contains definitions of frequently used HLSL macros and functions, and also contains #include references to other HLSL files (for example, Common.hlsl
and SpaceTransforms.hlsl
).
For example, the vertex shaderA program that runs on each vertex of a 3D model when the model is being rendered. More info
See in Glossary in the HLSL code uses the TransformObjectToHClip
function from the SpaceTransforms.hlsl
file. The function transforms vertex positions from object space to homogenous space:
Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
return OUT;
}
The fragment shader in this basic HLSL code outputs the single color predefined in the code:
half4 frag() : SV_Target
{
half4 customColor;
customColor = half4(0.5, 0, 0, 1);
return customColor;
}
Section URP unlit shader with color input shows how to add the editable color property in the Inspector window on the Material.