October 31, 2018
Custom Shaders
The second installment of my Scriptable Render Pipeline series goes into writing a custom shader. What's new compared to Rendering 2, Shader Fundamentals is that we're writing an HLSL program instead of a GLSL program and rely on macros defined (and redefined) in Unity's Render Pipeline Core Library. We also cover dynamic batching and GPU instancing, so we end up with an efficient shader that we can use as a starting point for more complex shading later.
