Table of Contents

Roadmap

Shader Script aims to do everything Shader Graph does: every kind of shader it can make, for both render pipelines, and a ready-made function for every one of its nodes. This page shows what's available now and what's coming.

Plans can change, and there are no dates. If a feature you need isn't here, or you'd like one sooner, ask for it in a feature request, or upvote an existing one with 👍. See Support.

Status Meaning
Done Available now.
Planned Planned for a future version.
On request Will be done if users ask for it.

Render pipelines

Render pipeline Status
Universal Render Pipeline (URP), from Unity 2022.3 Done
High Definition Render Pipeline (HDRP), from Unity 2022.3 Done
Built-in Render Pipeline On request

One shader class works on every render pipeline installed in the project. See One shader, two render pipelines.

Shader kinds

Shader kind URP HDRP
Lit Done Done
Unlit Done Done
Fullscreen Done Done
Decal Planned Planned
Canvas (UGUI) Planned Planned
UI Toolkit On request —
Sprite Lit, Sprite Unlit Planned —
Sprite Custom Lit On request —
Six-Way Lit On request On request
Terrain Lit Planned Planned
StackLit — On request
Hair — On request
Fabric — On request
Eye — On request
Water, Water Decal — On request
Fog Volume — On request
Physically Based Sky — On request
Custom Render Texture On request On request
VFX Graph output On request On request
Compute shaders Planned Planned

Each new shader kind comes with the functions that belong to it, such as the UI element, terrain, eye or fabric functions.

Material features

Feature URP HDRP
Surface settings: surface type, blending, face culling, depth write and test, alpha clipping, shadows Done Done
Metallic and specular workflows Done Done
Material types: Standard, Specular Color, Anisotropy, Iridescence, Subsurface Scattering, Translucent — Done
Clear coat Planned Done
Refraction, distortion, depth offset — Done
Tessellation — Done
Ray tracing — Done
Specular occlusion, baked lighting overrides, specular anti-aliasing, custom velocity, per-pass alpha clipping thresholds — Planned

Writing shaders

Feature Status
Material properties and the Material Inspector, with custom Inspector plugins Done
Compile-time switches (material keywords) Done
Global keywords set from scripts; the Material Quality keyword Planned
The Raytracing Quality keyword On request
Textures: 2D, 2D arrays, 3D and cubemaps Done
Sampler states: a texture's filtering and wrapping chosen in code Planned
Gradients as material properties Planned
The scene behind an object: its color and depth Done
Shared code: functions and types used by several shaders and by your C# scripts Done
Custom interpolators between the vertex and the fragment stages (four float4s) Done
More custom interpolators Planned
Half precision Done
More fragment inputs: the vertex color, the front or back face, the bitangent, the instance and vertex IDs Planned
Custom HLSL: calling your own hand-written HLSL from a shader, like Shader Graph's Custom Function node Planned
Custom lighting: the main light, additional lights and their shadows, for toon and other stylized shading Planned
Motion vectors for vertex animation, for motion blur and temporal anti-aliasing Planned
Standalone shaders: exporting a shader as a regular Unity shader that works without Shader Script installed Planned

Function library

Ready-made functions matching Shader Graph's nodes.

Functions Status
Procedural: Checkerboard, Gradient Noise, Simple Noise, Voronoi, Ellipse, Polygon, Rectangle, Rounded Polygon, Rounded Rectangle Done
UV: Flipbook, Parallax Mapping, Parallax Occlusion Mapping, Polar Coordinates, Radial Shear, Rotate, Spherize, Tiling And Offset, Triplanar, Twirl Done
Math: arithmetic, trigonometry, interpolation, rounding, ranges, derivatives, vectors and matrices, Fresnel Effect, Remap, Random Range, Posterize Done
Math: Inverse Lerp, One Minus, Rotate About Axis, Sphere Mask, Projection, Rejection, the Sine, Sawtooth, Square and Triangle waves, HDRP's Fresnel Equation Planned
Geometry and transforms: positions and directions in every space, view direction, screen position, object scale Done
Textures: sampling with mip level, bias or gradients, level of detail, tiling and offset Done
Textures: Gather, Texture Size, Sample Reflected Cubemap Planned
Textures: virtual textures On request
Normals: unpacking, Normal Blend (reoriented) Done
Normals: Normal From Height, Normal From Texture, Normal Strength, Normal Reconstruct Z, Normal Blend (whiteout) Planned
Color: Dither Done
Color: Hue, Saturation, Contrast, White Balance, Channel Mixer, Replace Color, Invert Colors, Colorspace Conversion, Blend with all its modes, Fade Transition, Color Mask Planned
Gradients: Gradient, Sample Gradient, Blackbody Planned
Lighting and scene: ambient light, fog, scene color and depth Done
Lighting and scene: Main Light Direction, Baked GI, Reflection Probe, Fetch Scene Depth, Scene Depth Difference, Dielectric Specular, Metal Reflectance, object bounds, camera and exposure helpers Planned
HDRP: exposure, diffusion profiles, emission units Done
HDRP: Custom Color Buffer, Custom Depth Buffer, HD Sample Buffer, scene color and depth at a mip level On request
Particles: particle color, texture coordinates, animation frames, flipbook blending, transforms Planned