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@Split82
Created April 17, 2018 10:07
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Unity Shaders Cheat Sheet
Shader "Name" {
Properties {
_Name ("display name", Range (min, max)) = number
_Name ("display name", Float) = number
_Name ("display name", Int) = number
_Name ("display name", Color) = (number,number,number,number)
_Name ("display name", Vector) = (number,number,number,number)
// 2D can use built-in default textures: “white”, “black”, “gray” or “bump”
_Name ("display name", 2D) = "" {}
_Name ("display name", Cube) = "" {}
_Name ("display name", 3D) = "" {}
// Property attribute drawers
// [HideInInspector] - does not show the property value in the material inspector.
// [NoScaleOffset] - material inspector will not show texture tiling/offset fields for texture properties with this attribute.
// [Normal] - indicates that a texture property expects a normal-map.
// [HDR] - indicates that a texture property expects a high-dynamic range (HDR) texture.
// [Gamma] - indicates that a float/vector property is specified as sRGB value in the UI (just like colors are), and possibly needs conversion according to color space used. See Properties in Shader Programs.
// [PerRendererData] - indicates that a texture property will be coming from per-renderer data in the form of a MaterialPropertyBlock. Material inspector changes the texture slot UI for these properties.
// [Enum(UnityEngine.Rendering.BlendMode)] _Blend ("Blend mode", Float) = 1 - blend modes selection.
// [Toggle(ENABLE_FANCY)] _Fancy ("Fancy?", Float) = 0 - Will set "ENABLE_FANCY" shader keyword when set.
// [KeywordEnum(None, Add, Multiply)] _Overlay ("Overlay mode", Float) = 0 - Display a popup with None,Add,Multiply choices. Each option will set _OVERLAY_NONE, _OVERLAY_ADD, _OVERLAY_MULTIPLY shader keywords.
// [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 0
// [Enum(UnityEngine.Rendering.CullMode)] _CullMode("Cull Mode", Int) = 0
// Later on in the shader’s fixed function parts, property values can be accessed using property name in square brackets: [name] e.g. Blend [_SrcBlend] [_DstBlend].
}
SubShader {
Tags { "TagName1" = "Value1" "TagName2" = "Value2" }
// Queue tag:
// Background - this render queue is rendered before any others. You’d typically use this for things that really need to be in the background.
// Geometry (default) - this is used for most objects. Opaque geometry uses this queue.
// AlphaTest - alpha tested geometry uses this queue. It’s a separate queue from Geometry one since it’s more efficient to render alpha-tested objects after all solid ones are drawn.
// Transparent - this render queue is rendered after Geometry and AlphaTest, in back-to-front order. Anything alpha-blended (i.e. shaders that don’t write to depth buffer) should go here (glass, particle effects).
// Overlay - this render queue is meant for overlay effects. Anything rendered last should go here (e.g. lens flares).
// RenderType tag: (Can you custom values and use Camera.RenderWithShader or Camera.SetReplacementShader to render camera with selected subshader e.g. replacementTag="RenderType=Transparent"
// Opaque: most of the shaders (Normal, Self Illuminated, Reflective, terrain shaders).
// Transparent: most semitransparent shaders (Transparent, Particle, Font, terrain additive pass shaders).
// TransparentCutout: masked transparency shaders (Transparent Cutout, two pass vegetation shaders).
// Background: Skybox shaders.
// Overlay: GUITexture, Halo, Flare shaders.
// TreeOpaque: terrain engine tree bark.
// TreeTransparentCutout: terrain engine tree leaves.
// TreeBillboard: terrain engine billboarded trees.
// Grass: terrain engine grass.
// GrassBillboard: terrain engine billboarded grass.
// RequireOptions tag:
// SoftVegetation: Render this pass only if Soft Vegetation is on in Quality Settings.
// DisableBatching tag
// True, False, LODFading
// ForceNoShadowCasting tag
// IgnoreProjector tag
// CanUseSpriteAtlas tag
// PreviewType tag
// Sphere, Plane, Skybox
GrabPass { }
// Just GrabPass { } will grab current screen contents into a texture. The texture can be accessed in further passes by _GrabTexture name.
// Note: this form of grab pass will do the expensive screen grabbing operation for each object that uses it!
// GrabPass { "TextureName" } will grab screen contents into a texture, but will only do that once per frame for the first object that uses the given texture name.
// The texture can be accessed in further passes by the given texture name. This is a more performant way when you have multiple objects using grab pass in the scene.
// Additionally, GrabPass can use Name and Tags commands.
UsePass "Shader/Name"
// Inserts all passes with a given name from a given shader. Shader/Name contains the name of the shader and the name of the pass, separated by a slash character.
// Note that only first supported subshader is taken into account.
Pass {
Name "Pass Name"
Tags { "TagName1" = "Value1" "TagName2" = "Value2" }
// LightMode tag:
// Always: Always rendered; no lighting is applied.
// ForwardBase: Used in Forward rendering, ambient, main directional light, vertex/SH lights and lightmaps are applied.
// ForwardAdd: Used in Forward rendering; additive per-pixel lights are applied, one pass per light.
// Deferred: Used in Deferred Shading; renders g-buffer.
// ShadowCaster: Renders object depth into the shadowmap or a depth texture.
// PrepassBase: Used in legacy Deferred Lighting, renders normals and specular exponent.
// PrepassFinal: Used in legacy Deferred Lighting, renders final color by combining textures, lighting and emission.
// Vertex: Used in legacy Vertex Lit rendering when object is not lightmapped; all vertex lights are applied.
// VertexLMRGBM: Used in legacy Vertex Lit rendering when object is lightmapped; on platforms where lightmap is RGBM encoded (PC & console).
// VertexLM: Used in legacy Vertex Lit rendering when object is lightmapped; on platforms where lightmap is double-LDR encoded (mobile platforms).
// Render setup
// Cull Back | Front | Off
// ZTest (Less | Greater | LEqual | GEqual | Equal | NotEqual | Always)
// ZWrite On | Off
// Blend SourceBlendMode DestBlendMode
// Blend SourceBlendMode DestBlendMode, AlphaSourceBlendMode AlphaDestBlendMode
// ColorMask RGB | A | 0 | any combination of R, G, B, A
// Offset OffsetFactor, OffsetUnits
CGPROGRAM
#pragma vertex name // compile function name as the vertex shader.
#pragma fragment name // compile function name as the fragment shader.
#pragma geometry name // compile function name as DX10 geometry shader. Having this option automatically turns on #pragma target 4.0, described below.
#pragma hull name // compile function name as DX11 hull shader. Having this option automatically turns on #pragma target 5.0, described below.
#pragma domain name // compile function name as DX11 domain shader. Having this option automatically turns on #pragma target 5.0, described below.
// Other compilation directives:
// #pragma target name - which shader target to compile to. See Shader Compilation Targets page for details.
// #pragma only_renderers space separated names - compile shader only for given renderers. By default shaders are compiled for all renderers. See Renderers below for details.
// #pragma exclude_renderers space separated names - do not compile shader for given renderers. By default shaders are compiled for all renderers. See Renderers below for details.
// #pragma multi_compile - for working with multiple shader variants.
// #pragma shader_feature - for working with multiple shader variants. (unused variants of shader_feature shaders will not be included into game build)
// #pragma enable_d3d11_debug_symbols - generate debug information for shaders compiled for DirectX 11, this will allow you to debug shaders via Visual Studio 2012 (or higher) Graphics debugger.
// #pragma multi_compile_instancing
// VARIABLES
// Color and Vector properties map to float4, half4 or fixed4 variables.
// Range and Float properties map to float, half or fixed variables.
// Texture properties map to sampler2D variables for regular (2D) textures; Cubemaps map to samplerCUBE; and 3D textures map to sampler3D.
// Shader property values are found and provided to shaders from these places:
// Per-Renderer values set in MaterialPropertyBlock. This is typically “per-instance” data (e.g. customized tint color for a lot of objects that all share the same material).
// Values set in the Material that’s used on the rendered object.
// Global shader properties, set either by Unity rendering code itself (see built-in shader variables), or from your own scripts (e.g. Shader.SetGlobalTexture).
// Simple VS and FS example
sampler2D _MainTex;
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert(appdata v) {
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.uv;
return o;
}
// Simple rendering
fixed4 frag(v2f i) : SV_Target {
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
// Multitarget (Deferred)
void frag(v2f i, out half4 outDiffuse : SV_Target0, out half4 outSpecSmoothness : SV_Target1, out half4 outNormal : SV_Target2, out half4 outEmission : SV_Target3) {
// ...
}
ENDCG
}
}
Fallback "Diffuse"
}
// Other stuff
// Single Pass Stereo Rendering
// https://docs.unity3d.com/Manual/SinglePassStereoRendering.html
// Functions in UnityCG.cginc
// uv - UV texture coordinates. Either a float2 for a standard UV or a float4 for a packed pair of two UVs.
// sb - A float4 containing a 2D scale and 2D bias to be applied to the UV, with scale in xy and bias in zw.
// Description: Returns the result of applying the scale and bias in sb to the texture coordinates in uv.
// This only occurs when UNITY_SINGLE_PASS_STEREO is defined, otherwise the texture coordinates are returned unmodified.
// This is often used to apply a per-eye scale and bias only when in Single-Pass Stereo rendering mode.
UnityStereoScreenSpaceUVAdjust(uv, sb)
// uv - UV texture coordinates. Either a float2 for a standard UV or a float4 for a packed pair of two UVs.
// Description: Returns the result of applying the current eye’s scale and bias to the texture coordinates in uv.
// This only occurs when UNITY_SINGLE_PASS_STEREO is defined, otherwise the texture coordinates are returned unaltered.
UnityStereoTransformScreenSpaceTex(uv)
// uv - UV texture coordinates. Either a float2 for a standard UV or a float4 for a packed pair of two UVs.
// sb - A float4 containing a 2D scale and 2D bias to be applied to the UV, with scale in xy and bias in zw.
// Description: Returns the uv clamped in the x value by the width and bias provided by sb. This only occurs
// when UNITY_SINGLE_PASS_STEREO is defined, otherwise the texture coordinates are returned unmodified.
// This is often used to apply a per-eye clamping in Single-Pass Stereo rendering mode to avoid color bleeding between eyes.
UnityStereoClamp(uv, sb)
ComputeNonStereoScreenPos
ComputeScreenPos
// Additionally, the constant unity_StereoEyeIndex is exposed in Shaders, so eye-dependent calculations can be performed.
// The value of unity_StereoEyeIndex is 0 for rendering of the left eye, and 1 for rendering of the right eye.
unity_StereoEyeIndex
@PsykomantaBrain
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Bookmarked this page. Great stuff. Thanks for putting it together.

Cheers

@myplaths
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thank you

@eoinroe
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eoinroe commented Jul 9, 2020

This is excellent.

@aDu
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aDu commented Oct 25, 2020

Thanks mate :) 👍

@IMGSaibh
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awesome!

@mistova
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mistova commented May 30, 2021

Thx

@jarestrepogu
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Great, thanks!

@Xenetics
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awesome work!

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