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HomeGame DevShader Uniform Generator

Example: Shader Uniform Generator

A worked example, rendered from real sample data. Sign in to run the tool on your own input.

Input
mainColor:vec4 = (1,0.42,0.21,1)
scrollSpeed:float = 0.5 [0,4] "Texture scroll rate"
noiseTex:sampler2D
worldMatrix:mat4
resolution:vec2
intensity:float = 1 [0,8]
Output
Properties
{
    _MainColor ("Main Color", Color) = (1, 0.42, 0.21, 1)
    _ScrollSpeed ("Texture scroll rate", Range(0, 4)) = 0.5
    _NoiseTex ("Noise Tex", 2D) = "white" {}
    _Resolution ("Resolution", Vector) = (0, 0, 0, 0)
    _Intensity ("Intensity", Range(0, 8)) = 1
}

CBUFFER_START(UnityPerMaterial)
    float4 _MainColor;
    float _ScrollSpeed;
    float4x4 _WorldMatrix;
    float2 _Resolution;
    float _Intensity;
CBUFFER_END

TEXTURE2D(_NoiseTex);
SAMPLER(sampler_NoiseTex);

static readonly MaterialPropertyBlock Block = new MaterialPropertyBlock();
static readonly int MainColorId = Shader.PropertyToID("_MainColor");
static readonly int ScrollSpeedId = Shader.PropertyToID("_ScrollSpeed");
static readonly int NoiseTexId = Shader.PropertyToID("_NoiseTex");
static readonly int WorldMatrixId = Shader.PropertyToID("_WorldMatrix");
static readonly int ResolutionId = Shader.PropertyToID("_Resolution");
static readonly int IntensityId = Shader.PropertyToID("_Intensity");

Block.SetColor(MainColorId, mainColor);
Block.SetFloat(ScrollSpeedId, scrollSpeed);
Block.SetTexture(NoiseTexId, noiseTex);
Block.SetMatrix(WorldMatrixId, worldMatrix);
Block.SetVector(ResolutionId, resolution);
Block.SetFloat(IntensityId, intensity);
renderer.SetPropertyBlock(Block);

std140 uniform block layout — 112 bytes (16 padding)
name         type        offset  size  align  pad
mainColor    vec4             0    16     16    0
scrollSpeed  float           16     4      4    0
noiseTex     sampler2D        —     —      —    —   (texture, bound separately)
worldMatrix  mat4            32    64
…

About Shader Uniform Generator

Shader Uniform Generator preview - Game Dev tool

Generate GLSL/HLSL uniform declarations from parameter descriptions. Part of the DevTools Surf developer suite. Browse more tools in the Game Dev collection.

Use Cases

  • Graphics programmers scaffolding shader parameter declarations
  • Game developers converting material properties to shader uniforms
  • Technical artists setting up custom shader inputs for visual effects
  • Engine developers generating uniform buffer layouts for rendering

Tips

  • Group uniforms by update frequency — per-frame vs. per-object
  • Use vec4 padding for uniform buffer alignment requirements
  • Add descriptive comments for each uniform's expected range

Fun Facts

  • GLSL (OpenGL Shading Language) was introduced with OpenGL 2.0 in 2004, replacing the ARB assembly language — it was designed by 3Dlabs engineer John Kessenich.
  • The term 'uniform' in shader programming means a value that stays constant across all vertices/fragments in a single draw call — it comes from the mathematical concept of uniform distribution.
  • HLSL was created by Microsoft for DirectX 9 in 2002 — despite being competitors, GLSL and HLSL are syntactically similar enough that cross-compilation tools like SPIRV-Cross can convert between them.

FAQ

GLSL or HLSL?
Both. HLSL targets DirectX and Unity URP/HDRP. GLSL for WebGL and raw OpenGL. Vulkan's GLSL-flavored shaders also supported.
What does it generate?
Uniform declarations with types, default values, and editor-friendly metadata (min/max ranges, tooltips).
Integration with Unity ShaderLab?
Yes — Unity's shader property block syntax with all the standard attributes (Range, Color, HDR, HideInInspector).
Plain uniforms or uniform buffer objects?
Both. Older shaders use loose uniforms; modern shaders use UBOs for better performance. Pick based on your target.

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