So I’m following a tutorial and it told me to make an hlsl file, like it was the easiest thin on earth. I have no idea what to do, how do I make an hlsl file? Please help.
To create a new Shader, use Assets > Create > Shader
from the main menu or the Project View context menu.
This could be helpful:
.
So a shader script is a hlsl file on it own? So when it said “Create an hlsl file” it just meant create a shader?
Unity uses the HLSL language for its Shaders (.shader files).
A newly created Surface Shader via the main menu looks like this:
Shader "Custom/NewSurfaceShader"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
Unlit shader:
Shader "Unlit/NewUnlitShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
“HLSL program snippets are written between CGPROGRAM
and ENDCG
keywords, or alternatively between HLSLPROGRAM
and ENDHLSL
. The latter form does not automatically include HLSLSupport and UnityShaderVariables built-in header files.” [src]
More Examples:
- Unity - Manual: Surface Shader examples
- https://docs.unity3d.com/Manual/ShaderTut2.html
Do you know how to code Shaders in general? Or is this your first time?
.
Thanks for the reply, sorry I took so long for mine. I have never coded shaders, I just have a general understanding of C, so that’s how far my knowledge goes. I’m actually doing shader graph, and I’m trying to add a source file to a custom function. I just need to know how to make a file that will work with the custom function, and all the tutorial told me was to make a hlsl file. I understand that hlsl is just the coding language that shaders use, I just don’t know what file to make - or how to make it.
Also, I’m trying to make a cell shader, so if you know any good tutorials for cell shading with Unity HDRP that would be nice.
I did this.
Open Whatever code you have (.cs file) so that Visual Studio opens. Then create “New” file, choose .txt extension to create one. Once created in visual studio, add a comment just like:
// new code
and then save it. In explorer, look for a good place under Assets folder, and, in extensions, choose for “all files”, which will allow to name with the extension hlsl (name it MyNewCode.hlsl, for instance). I did this because I did not find a HLSL extensions among the options.
Hope this help
Have a great journey
See this tutorial about your issue.
Hey thank you sm, this worked for me
Hi,
In case other users would ask the same question, here are two solutions:
- VFX Graph allows creating a blank HLSL file from Assets/Create/Visual Effects/HLSL file
- Alternatively, you can give a try to this HLSL Template package helping with custom functions for both Shader Graph and VFX Graph.
Cheers!
isnt that a shaderlab file for use within unity? an actual HLSL file seems to be in the format of an #include
Hi,
to those following or landing on this thread, I just created a thread dedicated to HLSL templates for Custom Function Nodes .
Hope this helps.