要定义 ShaderLabUnity 用于定义着色器对象结构的语言。 更多信息
参见 术语表 中的 Pass,请使用 Pass
块。此页面包含有关使用 Pass
块的信息。有关 着色器在 GPU 上运行的程序。 更多信息
参见 术语表 对象的工作原理以及 着色器对象Shader 类的实例,着色器对象是着色器程序和 GPU 指令以及告知 Unity 如何使用它们的信息的容器。将它们与材质一起使用以确定场景的外观。 更多信息
参见 术语表、子着色器和 Pass 之间的关系的信息,请参阅 着色器对象基础知识。
在 Pass
块内,您可以
PackageRequirements
块指定包要求。这使得 Unity 仅在安装了必需的包时才运行 Pass。请参阅 ShaderLab:指定包要求。功能名称 | 通用 渲染管线一系列操作,用于获取场景的内容并在屏幕上显示它们。Unity 允许您从预构建的渲染管线中进行选择,或编写您自己的渲染管线。 更多信息 参见 术语表 (URP) |
高清渲染管线 (HDRP) | 自定义 SRP | 内置渲染管线 |
---|---|---|---|---|
ShaderLab:Pass 块 | 是 | 是 | 是 | 是 |
签名 | 功能 |
---|---|
Pass { <可选:名称> <可选:标签> <可选:命令> <可选:着色器代码> }
|
定义一个 Pass。 |
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