A Pass is the fundamental element of a ShaderA program that runs on the GPU. More info
See in Glossary object. It contains instructions for setting the state of the GPU, and the shader programs that run on the GPU.
Simple Shader objects might contain only a single Pass, but more complex shaders can contain multiple Passes. You can use separate Passes to define parts of your Shader objectAn instance of the Shader class, a Shader object is container for shader programs and GPU instructions, and information that tells Unity how to use them. Use them with materials to determine the appearance of your scene. More info
See in Glossary that work differently; for example, parts that require a change to the render state, different shader programs, or a different LightMode
Pass tag.
Note: In render pipelines based on the Scriptable Render PipelineA 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, you can use a RenderStateBlock to change the render state on the GPU, without requiring a separate Pass.
To define a regular Pass in ShaderLabUnity’s language for defining the structure of Shader objects. More info
See in Glossary, you place a Pass
block inside a SubShader
block.
You can also define two special types of Pass, using the UsePass
or GrabPass
commands. For information on those commands, see ShaderLab commands: UsePass or ShaderLab commands: GrabPass.
A Pass can have a name. You need to reference a Pass by name in the UsePass
command, and in some C# APIs. The name of a Pass is visible in the Frame Debugger tool.
To assign a name to a Pass in ShaderLab, you place a Name
block inside a Pass
block.
Internally, Unity converts the name to uppercase. When you reference the name in ShaderLab code, you must use the uppercase variant; for example, if the value is “example”, you must reference it as EXAMPLE.
If more than one Pass in the same SubShader has the same name, Unity uses the first Pass in the code.
To access the name of a Pass from C# scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary, you can use APIs such as Material.FindPass, Material.GetPassName, or ShaderData.Pass.Name.
Note: Material.GetShaderPassEnabled and Material.SetShaderPassEnabled do not reference Passes by name; instead, they reference Passes using the value of the LightMode tag.
This example code demonstrates the syntax for creating a Shader object that contains a single SubShader, which in turn contains a single Pass.
Shader "Examples/SinglePass"
{
SubShader
{
Pass
{
Name "ExamplePassName"
Tags { "ExampleTagKey" = "ExampleTagValue" }
// ShaderLab commands go here.
// HLSL code goes here.
}
}
}
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