Tesearis.ShaderLabParser 1.0.0

dotnet add package Tesearis.ShaderLabParser --version 1.0.0
                    
NuGet\Install-Package Tesearis.ShaderLabParser -Version 1.0.0
                    
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="Tesearis.ShaderLabParser" Version="1.0.0" />
                    
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="Tesearis.ShaderLabParser" Version="1.0.0" />
                    
Directory.Packages.props
<PackageReference Include="Tesearis.ShaderLabParser" />
                    
Project file
For projects that support Central Package Management (CPM), copy this XML node into the solution Directory.Packages.props file to version the package.
paket add Tesearis.ShaderLabParser --version 1.0.0
                    
#r "nuget: Tesearis.ShaderLabParser, 1.0.0"
                    
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
#:package Tesearis.ShaderLabParser@1.0.0
                    
#:package directive can be used in C# file-based apps starting in .NET 10 preview 4. Copy this into a .cs file before any lines of code to reference the package.
#addin nuget:?package=Tesearis.ShaderLabParser&version=1.0.0
                    
Install as a Cake Addin
#tool nuget:?package=Tesearis.ShaderLabParser&version=1.0.0
                    
Install as a Cake Tool

Tesearis.ShaderLabParser

Standalone ShaderLab lexer, parser and syntax tree for .shader files.

Tesearis.ShaderLabParser turns ShaderLab source into an immutable, strongly-typed AST so you can inspect, tool, or lint .shader files.

Features

  • Zero dependencies: no runtime dependencies at all.
  • Full ShaderLab grammar: Properties, nesting, passes, tags, command blocks, program blocks...
  • Forward-compatible: commands the parser doesn't specifically recognize still parse as generic so newer syntax won't break parsing.
  • Program directive scanning: preprocessor directives are recognized without parsing the shader code itself.
  • Conditional resolution: #if/#ifdef/#ifndef/#elif/#else resolve against a caller-supplied macro environment, kept up to date automatically as #define/#undef are encountered across program/include blocks.
  • Best-effort recovery: never throws on malformed input; genuine syntax errors become Error diagnostics while parsing continues.
  • Targeted: netstandard2.0 (for use in the Unity Editor) and net8.0.

What this library does not do

  • It never reads files from disk.
  • It never resolves #include, Fallback, UsePass, or Dependency targets.
  • It doesn't tokenize or parse the CG/HLSL/GLSL code inside program blocks. Content is captured verbatim.

Usage

Parse a shader

using Tesearis.ShaderLabParser.Parsing;

var result = ShaderLab.Parse(shaderSource, fileName: "Toon.shader");

// Parsing never throws, even on malformed input — check diagnostics instead.
if (result.HasErrors)
{
    foreach (var diagnostic in result.Diagnostics)
        Console.WriteLine(diagnostic); // "Toon.shader(7,13): error SL0104: ..."
}

ShaderNode shader = result.Shader; // null only if the source has no `Shader { ... }` at all

Walk the tree

using Tesearis.ShaderLabParser.Syntax;

shader.Name; // "Custom/Toon"

foreach (var property in shader.Properties.Items)
    Console.WriteLine($"{property.Name} : {property.TypeName} (\"{property.DisplayName}\")");

// AllSubShaders also flattens SubShaders nested inside legacy Category blocks.
foreach (var subShader in shader.AllSubShaders)
{
    var renderType = subShader.Tags?.GetValue("RenderType"); // case-insensitive lookup
    foreach (var pass in subShader.Passes.OfType<PassNode>())
        Console.WriteLine($"Pass {pass.Name ?? "<unnamed>"}: {pass.ProgramBlocks.Count} program block(s)");
}

CommandNode covers render-state and other commands (Blend, ZWrite, Stencil, ...), recognized or not: command.NameIs("ZWrite"), command.GetArgumentText(0), command.IsRecognized. Every node also exposes Span, Children, DescendantsAndSelf(), and FindNodeAt(position) for offset-based lookups — handy for editor tooling.

Dump the tree

string tree = ShaderLabTreeDumper.Dump(shader, result.Source);
Console.WriteLine(tree);
Shader "Custom/Toon"   @1:1
  Properties (2)   @3:5
    Property _MainTex : 2D = "white" {}  ("Texture")   @5:9
    Property _Color : Color = (1, 1, 1, 1)  ("Tint")   @6:9
  SubShader (LOD -1, 1 passes)   @8:5
    Tags (1)   @10:9
      Tag "RenderType" = "Opaque"   @10:16
    Pass <unnamed>   @11:9
      ProgramBlock Hlsl/Program (116 chars)   @13:13
        #pragma vertex vert   @14
        #pragma fragment frag   @15
        #include "UnityCG.cginc"   @16

Custom traversal

Subclass ShaderLabVisitor and override only what you need — call DefaultVisit to keep descending into a node's children:

sealed class PropertyNameCollector : ShaderLabVisitor
{
    public List<string> Names { get; } = new();

    public override void VisitProperty(PropertyNode node)
    {
        Names.Add(node.Name);
        DefaultVisit(node);
    }
}

var collector = new PropertyNameCollector();
collector.Visit(shader); // Names: ["_MainTex", "_Color"]

Program directives and conditional resolution

#pragma/#include directives inside every ProgramBlockNode are scanned automatically during Parse — no separate call needed:

foreach (var block in pass.ProgramBlocks)
{
    foreach (var pragma in block.Directives.Pragmas)
        Console.WriteLine($"#pragma {pragma.Name} {string.Join(" ", pragma.Arguments)}");

    foreach (var include in block.Directives.Includes)
        Console.WriteLine(include.Path); // raw and unresolved, like Fallback/Dependency/UsePass
}

Pass an isMacroDefined lookup to Parse to resolve #if/#ifdef/#ifndef/#elif/#else branches against your build's macros. It's tri-state (true/false/null = unknown), so partial knowledge is fine — a branch that can't be resolved is conservatively kept "live" rather than dropped:

var definedMacros = new HashSet<string> { "SHADER_API_MOBILE" };
var result = ShaderLab.Parse(shaderSource, "Toon.shader", name => definedMacros.Contains(name));

var block = result.Shader.AllSubShaders.First().Passes.OfType<PassNode>().First().ProgramBlocks[0];
foreach (var directive in block.Directives.All)
{
    if (!directive.IsBranchLive) continue; // provably dead for this macro set
    // ...
}

ProgramDirectiveScanner.Scan(...) is also public directly, for re-scanning a block with different options (e.g. reportUnknownPragmas: true) or scanning raw text with no ProgramBlockNode of its own — such as an #include file's contents once you've resolved it yourself.

#define/#undef tracking

#define NAME / #define NAME(args) ... and #undef NAME are recognized as DefineDirectiveNode/UndefDirectiveNode — structurally only: the macro name (and, for #define, whether it's function-like) is captured, but the replacement text is kept verbatim and never expanded anywhere, matching this library's "no macro-value substitution" scope.

What is handled automatically: a #define/#undef seen in one program or include block resolves #if/#ifdef/#ifndef in a later block within the same file scope — e.g. a CGINCLUDE's #define gates a subsequent CGPROGRAM's #if in the same Pass. This is scoped correctly per SubShader/Pass/Category (a scope's own #defines are visible to its children but never leak to sibling scopes) and per shader language (Cg/HLSL/GLSL are tracked independently, since Unity never concatenates one into another). No extra wiring is needed beyond calling Parse.

For callers who want to seed platform/build macros up front instead of (or alongside) the bare isMacroDefined delegate, MacroTable is available as a structured, tri-state, pre-seedable macro environment.

Building & testing

dotnet build Tesearis.ShaderLabParser.slnx
dotnet test Tesearis.ShaderLabParser.slnx

License

MIT — see LICENSE.

Product Compatible and additional computed target framework versions.
.NET net5.0 was computed.  net5.0-windows was computed.  net6.0 was computed.  net6.0-android was computed.  net6.0-ios was computed.  net6.0-maccatalyst was computed.  net6.0-macos was computed.  net6.0-tvos was computed.  net6.0-windows was computed.  net7.0 was computed.  net7.0-android was computed.  net7.0-ios was computed.  net7.0-maccatalyst was computed.  net7.0-macos was computed.  net7.0-tvos was computed.  net7.0-windows was computed.  net8.0 is compatible.  net8.0-android was computed.  net8.0-browser was computed.  net8.0-ios was computed.  net8.0-maccatalyst was computed.  net8.0-macos was computed.  net8.0-tvos was computed.  net8.0-windows was computed.  net9.0 was computed.  net9.0-android was computed.  net9.0-browser was computed.  net9.0-ios was computed.  net9.0-maccatalyst was computed.  net9.0-macos was computed.  net9.0-tvos was computed.  net9.0-windows was computed.  net10.0 was computed.  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. 
.NET Core netcoreapp2.0 was computed.  netcoreapp2.1 was computed.  netcoreapp2.2 was computed.  netcoreapp3.0 was computed.  netcoreapp3.1 was computed. 
.NET Standard netstandard2.0 is compatible.  netstandard2.1 was computed. 
.NET Framework net461 was computed.  net462 was computed.  net463 was computed.  net47 was computed.  net471 was computed.  net472 was computed.  net48 was computed.  net481 was computed. 
MonoAndroid monoandroid was computed. 
MonoMac monomac was computed. 
MonoTouch monotouch was computed. 
Tizen tizen40 was computed.  tizen60 was computed. 
Xamarin.iOS xamarinios was computed. 
Xamarin.Mac xamarinmac was computed. 
Xamarin.TVOS xamarintvos was computed. 
Xamarin.WatchOS xamarinwatchos was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.
  • .NETStandard 2.0

    • No dependencies.
  • net8.0

    • No dependencies.

NuGet packages

This package is not used by any NuGet packages.

GitHub repositories

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Version Downloads Last Updated
1.0.0 102 8/21/2026