In Unity, you use the HLSL programming language to write shaderA program that runs on the GPU. More info
See in Glossary programs.
This section of the manual includes information on using HLSL in a Unity-specific way. For general information on writing HLSL, see Microsoft’s HLSL documentation.
Note: Avoid using CGPROGRAM
in shader code, unless you write surface shadersA streamlined way of writing shaders for the Built-in Render Pipeline. More info
See in Glossary.
You place your HLSL code inside code blocks in your ShaderLabUnity’s language for defining the structure of Shader objects. More info
See in Glossary code. They usually look like this:
Pass {
// ... the usual pass state setup ...
HLSLPROGRAM
// compilation directives for this snippet, e.g.:
#pragma vertex vert
#pragma fragment frag
// the shader program itself
ENDHLSL
// ... the rest of pass ...
}
For more information on shader code blocks, see ShaderLab: adding shader programs.
HLSL has two syntaxes: a legacy DirectX 9-style syntax, and a more modern DirectX 10+ style syntax. The difference is mostly in how texture sampling functions work:
Unity provides shader libraries that contain preprocessor macros to help you manage these differences. For more information, see Built-in shader macros.