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Showing content from https://unity.com/roadmap/628-surface-shaders below:

Surface Shaders

Summary

SRP Surface Shaders are a similar concept to Built-in surface shaders. You can define a surface function that describes the physical characteristics (albedo color, normal, emission, specularity, etc.) of the surface of a lit geometry without the need to write shaders using complex low-level shader programs.

Intended Outcome/Use Case

Writing shaders that interact with lighting is complex. There are different light types, shadow options, rendering paths, rendering features, and code variations to accommodate various hardware and platforms. More importantly, low-level shaders are tightly coupled with the rendering pipeline backends making them hard to transfer from one pipeline architecture to another.

Surface Shaders is a code generation, pipeline agnostic approach that makes it much easier to write and maintain lit shaders than using the low-level shader language and APIs. Surface Shaders allow technical artists and coders to customize and define the look of geometry surfaces in a more intuitive way through handwritten shaders.


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