The shading language used in Unity is a variety of HLSL, or sometimes referred to as Cg. This shading variant provides two different forms of shaders: surface and vertex/fragment shaders. Now, coming from Android, this may sound confusing, since GLSL treats vertex and fragment shaders differently. However, variety of HLSL in Unity treats vertex and fragment shaders as the same, since they reside in the same file and are in the same workflow. A surface shader, which handles the lighting of our model, can be simple or quite complex. The Standard Unity surface shader uses a PBR lighting model, which is quite advanced and not supported on most mobile devices. This issue, combined with our limited ability to track scene lights, ...
Cg/HLSL shaders
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