Write shaders in C#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.AboutSharp 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 workflowsSpec• 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;PlansCurrent 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• 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;Code editing and autocompletion



