RecursiveAI.OneShader
0.2.0-preview.1
See the version list below for details.
dotnet add package RecursiveAI.OneShader --version 0.2.0-preview.1
NuGet\Install-Package RecursiveAI.OneShader -Version 0.2.0-preview.1
<PackageReference Include="RecursiveAI.OneShader" Version="0.2.0-preview.1" />
<PackageVersion Include="RecursiveAI.OneShader" Version="0.2.0-preview.1" />
<PackageReference Include="RecursiveAI.OneShader" />
paket add RecursiveAI.OneShader --version 0.2.0-preview.1
#r "nuget: RecursiveAI.OneShader, 0.2.0-preview.1"
#:package RecursiveAI.OneShader@0.2.0-preview.1
#addin nuget:?package=RecursiveAI.OneShader&version=0.2.0-preview.1&prerelease
#tool nuget:?package=RecursiveAI.OneShader&version=0.2.0-preview.1&prerelease
OneShader
A HLSL compiler for .NET, written in C#, with no dependency beyond .NET itself. Modern HLSL (Shader Model 6 style) for vertex, pixel and compute shaders goes in; SPIR-V for Vulkan comes out, with reflection: inputs and outputs, resource bindings, buffer layouts and thread-group sizes. NativeAOT and trimming are supported.
Preview. Version 0.2 targets Vulkan (SPIR-V). The API may still change before 1.0.
Most projects want RecursiveAI.OneShader.Build,
which compiles *.hlsl during dotnet build and generates C# bindings. This package is the
compiler itself, for compiling at run time (hot reload, tools) and for the support types the
generated code uses.
Install
dotnet add package RecursiveAI.OneShader --prerelease
Target framework net10.0. The namespace is OneShader.
Quick start
using OneShader;
string source = File.ReadAllText("Shaders/Blur.hlsl");
CompileResult result = ShaderCompiler.Compile(source, "Shaders/Blur.hlsl", new CompileOptions
{
Defines = [new("RADIUS", "4")],
IncludeDirectories = ["Shaders/Common"],
});
foreach (var d in result.Diagnostics)
Console.WriteLine(d); // Shaders/Blur.hlsl(12,5): error OSH0300: ...
if (result.Success)
{
ReadOnlySpan<byte> spirv = result.Find("PSMain", CompileTarget.SpirV)!.Data;
var reflection = result.Reflection!; // resources, bindings, buffer layouts, entry points
}
Errors are returned as diagnostics with file, line and column, never thrown. Includes can come from
disk or from memory through CompileOptions.IncludeResolver. Output is deterministic.
Hot reload
During development, watch the HLSL file, recompile it with the runtime API and swap the new SPIR-V in, as long as the
interface the C# was built against has not changed. Projects using the build package get that interface as
Shaders.Sprite.Reflection (generated from Sprite.hlsl).
CompileResult result = ShaderCompiler.CompileFile("Shaders/Sprite.hlsl"); // diagnostics, not exceptions
watcher.Watch(result.Files); // the file and its #includes, even after an error
if (!result.Success) { Print(result.Diagnostics); return; } // keep running the last good shader
CompatibilityReport report = InterfaceCompatibility.Compare(Shaders.Sprite.Reflection, result.Reflection!);
if (report.IsCompatible)
renderer.Replace(result.Find("PSMain", CompileTarget.SpirV)!.Data);
else
Console.WriteLine(report); // "Frame.Tint moved from offset 64 to 80" ... "Rebuild the project ..."
Compatible means everything the generated C# relies on is unchanged: constant-buffer and structured-buffer layouts
(member offsets, types, array and matrix strides, sizes), vertex input locations, formats, offsets and stride, resource
set, binding, kind, array size and stage visibility, the entry points present and their stages, and compute thread-group
sizes. Edits to function bodies, new entry points, and resources that become visible to fewer stages are compatible.
ShaderCompiler.Compile can be called from several threads at once. samples/HotReload is a complete console loop.
What works in 0.2
- Vertex, pixel and compute shaders in modern HLSL (HLSL 2021): structs, functions, constant
buffers, textures and samplers, structured and byte-address buffers, storage images,
groupshared memory, barriers and atomics, and the preprocessor (
#include, macros,#if). - SPIR-V for Vulkan 1.2, validated with
spirv-val, and checked by running each shader in its test corpus on a GPU against the same shader compiled by DXC. - Buffer layouts and descriptor bindings follow the conventions DXC uses for Vulkan.
Known limits
- SPIR-V only. Metal (MSL) and WebGPU (WGSL) output are in development; asking for them returns diagnostic OSH0002.
- Unbounded resource arrays and wave intrinsics are not supported.
License
MIT OR Apache-2.0, at your option. Copyright © Recursive AI, LLC.
| Product | Versions Compatible and additional computed target framework versions. |
|---|---|
| .NET | net10.0 is compatible. net10.0-android was computed. net10.0-browser was computed. net10.0-ios was computed. net10.0-maccatalyst was computed. net10.0-macos was computed. net10.0-tvos was computed. net10.0-windows was computed. |
-
net10.0
- No dependencies.
NuGet packages (4)
Showing the top 4 NuGet packages that depend on RecursiveAI.OneShader:
| Package | Downloads |
|---|---|
|
RecursiveAI.OneShader.Build
Compiles HLSL shaders during dotnet build: SPIR-V embedded in the assembly, shader errors as build errors on the HLSL line, and generated C# structs and binding constants laid out to match each shader. |
|
|
RecursiveAI.OneGame.Gpu
Graphics API abstraction and render graph. |
|
|
RecursiveAI.OneGame.Control
The control layer shared by the command line, the test API and live control. |
|
|
RecursiveAI.OneGame.Host
The game host: window, input, fixed-step simulation, UI and render stage for one game, windowed or headless. |
GitHub repositories
This package is not used by any popular GitHub repositories.
| Version | Downloads | Last Updated |
|---|---|---|
| 1.4.0 | 0 | 10/27/2026 |
| 1.3.0 | 0 | 10/27/2026 |
| 1.2.0 | 0 | 10/27/2026 |
| 1.1.0 | 0 | 10/27/2026 |
| 1.0.0 | 130 | 10/25/2026 |
| 0.4.0-preview.1 | 50 | 10/25/2026 |
| 0.3.0-preview.1 | 46 | 10/25/2026 |
| 0.2.0-preview.1 | 47 | 10/25/2026 |
| 0.1.0-preview.1 | 45 | 10/25/2026 |