In Unity, when you work with shaders that are part of thegraphics pipeline, you usually work with instances of theShaderA program that runs on the GPU.More info
See inGlossary class. An instance of theShader class is called aShader object.
A Shader object is a Unity-specific way of working with shader programs; it is a wrapper for shader programs and other information. It lets you define multiple shader programs in the same file, and tell Unity how to use them.
| Feature name | UniversalRender 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 inGlossary (URP) | High Definition Render Pipeline (HDRP) | Custom SRP | Built-in Render Pipeline |
|---|---|---|---|---|
| Shader objects | Yes | Yes | Yes | Yes |
A Shader object contains shader programs, instructions for changing settings on the GPU (collectively called the render state), and information that tells Unity how to use them.
You use Shader objects withmaterialsAn asset that defines how a surface should be rendered.More info
See inGlossary to determine the appearance of yoursceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces.More info
See inGlossary.
You can create Shader objects in two ways. Each has its own type of asset:
.shader extension.Whichever way you create your Shader object, Unity represents the results in the same way internally.
A Shader object has a nested structure. It organizes information into structures calledSubShaders andPasses. It organises shader programs intoshader variants.
A Shader object contains:
You can also define additional information such as shared shader code, or whether to use acustom editor. For information on defining a Shader object, seeShaderLab: defining a Shader object.
SubShaders let you separate your Shader object into parts that are compatible with different hardware, render pipelines, and runtime settings.
A SubShader contains:
You can also define additional information, such as render state that is common to all of its Passes. For information on everything you can define in a SubShader, seeShaderLab: defining a SubShader.
A Pass contains:
You can also define additional information such as a name. For information on everything you can define in a Pass, seeShaderLab: defining a Pass.
The shader programs that a Pass contains are organised into shader variants. Shader variants share common code, but have different functionality when a given keyword is enabled or disabled.
The number of shader variants in a Pass depends on how many keywords you define in your shader code, and the target platform. Each Pass contains at least one variant.
For more information, seeShader variantsA verion of a shader program that Unity generates according to a specific combination of shader keywords and their status. A Shader object can contain multiple shader variants.More info
See inGlossary.