Making your shader world in a modular way with CgInclude
Knowing about the built-in CgInclude
files is great, but what if we want to build our own CgInclude
files to store our own lighting models and helper functions? We can, in fact, create our own CgInclude
files, but we need to learn a little more code syntax before we can start using them efficiently in our shader-writing pipelines. Let's take a look at the process of creating a new CgInclude
file from scratch.
Getting ready
Let's walk through the process of generating a new item for this recipe:
- From the
Project
tab, right-click on theAssets
folder and selectShow in Explorer
. You should see your project folder. Then create a text file by right-clicking and selectingNew | Text Document
:

- Rename the file to
MyCGInclude
and replace the.txt
file extension with.cginc
:

- Windows will give you a warning message saying that the
File may become unusable
, but it will still work. - Import this new
.cginc
file into your Unity project and let it compile...