Welcome to the Unity Shader Basics documentation! This guide will help you understand the fundamentals of writing shaders in Unity using Shader Graph and ShaderLab. Whether you're a beginner or looking to deepen your knowledge, here's everything you need to get started.
📘 What is a Shader?
A shader is a program that runs on the GPU to render graphics. In Unity, shaders define how surfaces appear by controlling lighting, color, and texture. Key concepts include:
- Vertex Shader: Processes vertices (geometry) of 3D models.
- Fragment Shader: Calculates colors for each pixel.
- Shader Graph: Visual tool for creating shaders without coding.
- ShaderLab: Scripting API for writing shaders in C#.
🧱 Core Shader Components
Here’s a breakdown of essential shader components:
Component | Purpose | Example Use Case |
---|---|---|
Properties | Define material inputs (e.g., color, texture) | Color _BaseColor; |
SubShaders | Target specific platforms (e.g., PC, Mobile) | SubShader { Tags { "RenderType"="Opaque" } } |
Pass | Render stages (e.g., Forward, Deferred) | Pass { ... } |
Lighting Models | Control how light interacts with surfaces | Standard or Unlit |
📚 Further Learning
If you're diving deeper into Unity shaders, check out these resources:
- Shader Graph Tutorials for visual shader creation
- Unity Scripting API for advanced shader programming
- Shader Writing Best Practices to optimize performance
📝 Tips for Beginners
- Start with Unlit shaders to grasp basic concepts without lighting complexity.
- Use the Shader Graph tool for quick prototyping.
- Explore the Standard Shader as a reference for advanced features.
- Always test shaders in the Shader Forge or Shader Graph preview.
For more hands-on examples, visit our Shader Tutorials section! 🚀