Getting Started
You can create different types of shaders in s&box through code or the ShaderGraph.
You can create different types of shaders in s&box through code or the ShaderGraph.
- Material Shaders: Rendering of objects in world space
- Post Processing Shaders: Full screen
- Compute Shaders
Shaders are can be created from the Asset Browser, they are written in HLSL in a VFX wrapper combining vertex and pixel stages together.
When you save a shader it is automatically recompiled and hotloaded showing you the results instantly.
Code Editor
The recommended setup for editing shader code is VSCode with the Slang Extension, this gives you a full IDE experience with intellisense which shows you what functions and properties you can use.

Opening your project folder in VSCode will prompt you to install the Slang extension, and automatically sets up file extension assosiations, workspace flavor and search paths.
If you're having trouble make sure your language mode is set to Slang and your workspace flavor is set to vfx.
Referenced API
Canonical API pages mentioned in this guide.
No summary available.
The results of a shader compile
Used to render to the screen using your Graphics Card, or whatever you kids are using in your crazy future computers. Whatever it is I'm sure it isn't fungible and everyone has free money and no-one has to ever work.
Allows access to translated phrases, allowing the translation of gamemodes etc
A vertex to update a particle snapshot with.
No summary available.