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#.
Unity_Shader_Basics

🧱 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:


📝 Tips for Beginners

  1. Start with Unlit shaders to grasp basic concepts without lighting complexity.
  2. Use the Shader Graph tool for quick prototyping.
  3. Explore the Standard Shader as a reference for advanced features.
  4. Always test shaders in the Shader Forge or Shader Graph preview.
Vertex_Fragment_Shader

For more hands-on examples, visit our Shader Tutorials section! 🚀