Make a URP shader compatible with the SRP Batcher
Writing custom shaders in the Built-In Render Pipeline
Shader keywords and macros reference in URPShader keywords and macros that enable or provide access to URP features in shadersA program that runs on the GPU. More info
See in Glossary.
_CLUSTER_LIGHT_LOOP
Use this multi_compile
keyword to make the shader compatible with the Forward+ and Deferred+ rendering pathsThe technique that a render pipeline uses to render graphics. Choosing a different rendering path affects how lighting and shading are calculated. Some rendering paths are more suited to different platforms and hardware than others. More info_ADDITIONAL_LIGHTS
Use this keyword to define areas in shader code that Unity should execute if per-pixel additional lights are enabled in a sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info_FORWARD_PLUS
keyword instead. For an implementation example, refer to Render additional lights in a shader. LIGHT_LOOP_BEGIN
Use this macro to iterate over the additional lights. In the Forward+ rendering path, the LIGHT_LOOP_BEGIN
macro requires the following struct to be in its scope, both the type and the variable name must match this signature: InputData inputData
. For an implementation example, refer to Render additional lights in a shader. Additional resources
Make a URP shader compatible with the SRP Batcher
Writing custom shaders in the Built-In Render Pipeline
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