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Package details
- Latest version
- 0.1-beta
- Last updated
- First released
- Unity version
- 6000.3.6 or later
- Package size
- 170 KB
- Files
- 91
- Favorites
- 9
- Views in the past week
- 23
Price tracking
- Last checked
- Tracked since
- Lowest recorded
- $25.00 on
Keywords
Sharp Shader
Write shaders in C#
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Price history
Last 6 months
USDAsset preview
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Sharp Shader screenshot 1
About this asset
Sharp Shader lets you develop shader logic in C# and use it as HLSL.
Note that the price will increase after the beta status is removed.
About
Sharp Shader lets you write shaders in C#. With natural IDE support, additional checks, and API guardrails, it greatly simplifies writing, testing, debugging, maintaining, and evolving shaders. It is also AI-development-friendly because shader logic stays in ordinary C# code that can participate in normal .NET tooling, testing, execution, and static analysis.
Features
• IDE editing support for shader authoring code: autocomplete, hover, and error highlighting
• debugging and inspection through CPU-simulated counterparts
• testing support through standard Unity Test Framework / NUnit workflows
• AI-development-friendly workflow through testable C# units and ordinary project tooling
• code reusability across ordinary C# logic and shader-facing authoring code
• Shader Graph node generation for explicitly marked functions
• CPU-side math and behavior stubs for shader-oriented authoring workflows
Spec
• shader logic authored through ordinary C# functions, structs, and Sharp Shader attributes;
• automatic or explicit generation and compile workflow inside Unity;
• generated HLSL outputs written under Assets/ShaderGen;
• constant propagation and reference-closure emission for ordinary compile-time constants;
• Shader Graph bridge for generated functions;
• texture, sampler, and resource stubs for authoring and validation;
• CPU-side behavior stubs and emulation helpers for selected shader-facing types;
• Unity.Mathematics used as the CPU-side backing for shader-oriented numeric code and stubs;
• asmdef-aware generator placement and scoped analyzer/generator behavior in multi-assembly Unity projects;
Plans
Current work is focused on:
• widening validated authoring and generation coverage;
• adding more shader-specific errors and warnings;
• stronger IDE integration and editor-side tooling;
• better linting and static-analysis workflows for engineering-heavy and agent-driven setups;
• extending support across more shader target types and pipelines;
• compute shader support;
• broader CPU emulation coverage for shader-facing behavior;
• extending the Shader Graph bridge;
Links
• Official Site
• Docs
From the publisher's Asset Store listing.
Technical details
• shader logic written in C# and converted into HLSL;
• generated per-file HLSL outputs inside Assets/ShaderGen;
• function, struct, and constant generation;
• Shader Graph nodes generated for explicitly marked functions;
• IDE-friendly workflow with normal autocomplete, hover, navigation, and compiler feedback;
• testable and debuggable shader logic through ordinary Unity and .NET tooling;
• AI-development-friendly workflow because shader logic stays in normal C# units and can participate in project tooling and static analysis;
• explicit diagnostics for unsupported source forms;
• built-in helper surface for constructor-style forms, explicit helper conversions, reinterpret helpers, and masked selection;
• texture, sampler, and resource surface in SharpShader.Hlsl;
• CPU-side runtime stubs and emulation helpers in SharpShader.Runtime for selected shader-facing behavior;
• Unity.Mathematics as the CPU-side backing for shader-oriented numeric code and stubs;
• asmdef-aware generator placement for multi-assembly Unity projects;
Compatibility
| Unity version | Built-in | URP | HDRP | Custom |
|---|---|---|---|---|
| 6000.3.6f1 | Compatible | Compatible | Compatible | Compatible |
As listed on the Asset Store.