Sharp Shader OFFICIAL SALE

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



Unity Asset Store


Official Site


Quick start


Changelog


Docs