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Question by Julien-Lynge · Jun 29, 2012 at 03:51 PM · shaderlightingordersurface shader

Order of functions in a shader?

I'm trying to learn more about shaders, and can't find any documentation or tutorials on what I would think would be a very basic concept: what order are shader functions executed, and how are variables passed between them?

The documentation is pretty clear with vertex/pixel shaders: vertex functions happen first and their results get passed on to pixel shaders. However, what about surface shaders with lighting functions and optional vertex functions?

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Answer by Julien-Lynge · Jun 29, 2012 at 03:52 PM

After playing around for a while, this appears to be the order:

  • vert is called first with information from Unity (e.g. appdata_full) as input, and outputs an Input struct

  • then surf is called, with Input as input and EditorSurfaceOutput as output

  • then the lighting function is called with EditorSurfaceOutput as input and a color (of type half4) is output for each pixel

  • then the PrePass lighting function (if defined) is called from within the lighting function, passing EditorSurfaceOutput and the light information to it

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avatar image Julien-Lynge · Jun 29, 2012 at 03:53 PM 0
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BTW: If you want to include a vertex function in your surface shader, use the syntax

 #pragma surface [surface function] [lighting function] vertex:[vertex function]

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