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Sharp Shader preview
Unity

Sharp Shader

By Yuri Kravchik

Current price
$50
Lowest recorded
$50
9 likes
Sharp Shader preview 1 1 / 3

Price history

Lowest recorded standalone price: $50. Recorded observations span to . This is our available history, not a guaranteed all-time low. Bundle package prices are separate.

Recorded prices for Sharp Shader Price history over the last three months. The solid stepped line shows standalone prices, including inferred periods. Blue lines with diamond markers show bundle package prices. Offer details follow the graph. $0.00 $25.00 $50.00 Aug 8, 2026 Nov 8, 2026
Standalone price

Last three months, in USD. Bundle prices cover the whole package.

About Sharp Shader

  • Tools, Systems & Learning > Development Tools & Automation
  • Art & Visuals > VFX
  • Art & Visuals > Textures & Materials
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;

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