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Showing content from https://docs.unity3d.com/Manual/sprite/../writing-shaders-birp.html below:

Manual: Writing custom shaders in the Built-In Render Pipeline

Shader keywords and macros reference in URP

Writing Surface Shaders

Writing custom shaders in the Built-In Render Pipeline

Resources for writing HLSL code and Surface ShadersA program that runs on the GPU. More info
See in Glossary
in the Built-In Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary
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Page Description Writing Surface Shaders Resources and techniques for writing Surface ShadersA streamlined way of writing shaders for the Built-in Render Pipeline. More info
See in Glossary
in the Built-In Render Pipeline, which are streamlined shaders that interact with lighting. Shader methods in the Built-In Render Pipeline Resources for importing prebuilt shader files and using built-in shader functions in the Built-In Render Pipeline. Get the current framebuffer with the GrabPass command Create a special type of Pass that grabs the contents of the frame buffer into a texture, so you can use it in subsequent passes to do advanced image based effects. HLSL shader examples in the Built-In Render Pipeline Examples of HLSL shaders in the Built-In Render Pipeline.

Shader keywords and macros reference in URP

Writing Surface Shaders


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