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 |