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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.
// 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 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.
// 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"
}
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