Skip to main content

Hooking Into the Standard Shader

  • Chapter
  • First Online:
Physically Based Shader Development for Unity 2017
  • 1168 Accesses

Abstract

When you create a surface or Unlit shader, it doesn't automatically take advantage of all the features of the Unity rendering system. You could reimplement them, but that would take a lot of work. Fortunately, it's possible to obtain that functionality by hacking your BRDF implementation into the Standard shader infrastructure. You can write your shader so it automatically uses Unity's Standard shader functionality. That's what we're going to do in this chapter, but keep in mind that there are no guarantees that the way to hook into these subsystems will stay the same in new versions of Unity.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 59.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 79.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Author information

Authors and Affiliations

Authors

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Claudia Doppioslash

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Doppioslash, C. (2018). Hooking Into the Standard Shader. In: Physically Based Shader Development for Unity 2017. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4842-3309-2_13

Download citation

Publish with us

Policies and ethics