Last active
          September 22, 2025 03:17 
        
      - 
      
- 
        Save Borod4r/fe73256b8c5c78a1b236e8c919e3d08d to your computer and use it in GitHub Desktop. 
    Basic syntax highlight for Unity ShaderLab code in Project Rider
  
        
  
    
      This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
      Learn more about bidirectional Unicode characters
    
  
  
    
  | <!-- | |
| Basic syntax highlight for Unity ShaderLab code in Project Rider. | |
| v1.0 | |
| Download this file and put it into your "filetypes" folder. | |
| Windows Vista, 7, 8, 10: | |
| <SYSTEM DRIVE>\Users\<USER ACCOUNT NAME>\.Rider10\config\filetypes | |
| Mac OS X: | |
| ~/Library/Preferences/Rider10/config/filetypes | |
| Linux: | |
| ~/.Rider10/config/filetypes | |
| --> | |
| <filetype binary="false" description="Unity shaders" name="Unity shaders"> | |
| <highlighting> | |
| <options> | |
| <option name="LINE_COMMENT" value="//" /> | |
| <option name="COMMENT_START" value="/*" /> | |
| <option name="COMMENT_END" value="*/" /> | |
| <option name="HEX_PREFIX" value="" /> | |
| <option name="NUM_POSTFIXES" value="" /> | |
| <option name="HAS_BRACES" value="true" /> | |
| <option name="HAS_BRACKETS" value="true" /> | |
| <option name="HAS_PARENS" value="true" /> | |
| <option name="HAS_STRING_ESCAPES" value="true" /> | |
| </options> | |
| <keywords keywords="2D;3D;Color;Cube;Float;Int;Range;Vector;appdata_base;appdata_full;appdata_img;appdata_tan;bool;fixed;fixed1x1;fixed1x2;fixed1x3;fixed1x4;fixed2;fixed2x1;fixed2x2;fixed2x3;fixed2x4;fixed3;fixed3x1;fixed3x2;fixed3x3;fixed3x4;fixed4;fixed4x1;fixed4x2;fixed4x3;fixed4x4;float;float1x1;float1x2;float1x3;float1x4;float2;float2x1;float2x2;float2x3;float2x4;float3;float3x1;float3x2;float3x3;float3x4;float4;float4x1;float4x2;float4x3;float4x4;half;half1x1;half1x2;half1x3;half1x4;half2;half2x1;half2x2;half2x3;half2x4;half3;half3x1;half3x2;half3x3;half3x4;half4;half4x1;half4x2;half4x3;half4x4;int;int1x1;int1x2;int1x3;int1x4;int2;int2x1;int2x2;int2x3;int2x4;int3;int3x1;int3x2;int3x3;int3x4;int4;int4x1;int4x2;int4x3;int4x4;sampler1D;sampler2D;sampler3D;samplerCUBE;samplerRECT" ignore_case="false" /> | |
| <keywords2 keywords="Category;Fallback;GrabPass;Pass;Properties;Shader;SubShader;UsePass;break;case;catch;const;continue;default;do;else;extern;for;goto;if;in;inline;inout;out;return;static;struct;switch;throw;try;uniform;varying;while" /> | |
| <keywords3 keywords="#include;#pragma;Blend;COLOR;COLOR0;COLOR1;COLOR2;COLOR3;COLOR4;COLOR5;COLOR6;COLOR7;ColorMask;CommonState;Cull;CustomEditor;Gamma;HDR;Header;HideInInspector;NORMAL;NoScaleOffset;Normal;Offset;POSITION;Passdef;PerRendererData;SV_Depth;SV_POSITION;SV_Target;SV_Target1;SV_Target2;SV_Target3;SV_Target4;SV_Target5;SV_Target6;SV_Target7;SV_VertexID;Space;TANGENT;TEXCOORD0;TEXCOORD1;TEXCOORD2;TEXCOORD3;TEXCOORD4;TEXCOORD5;TEXCOORD6;TEXCOORD7;Tags;UNITY_LIGHTMODEL_AMBIENT;UNITY_MATRIX_IT_MV;UNITY_MATRIX_MV;UNITY_MATRIX_MVP;UNITY_MATRIX_P;UNITY_MATRIX_T_MV;UNITY_MATRIX_V;UNITY_MATRIX_VP;UNITY_PI;VFACE;VPOS;ZTest;ZWrite;_CosTime;_LightColor;_LightColor0;_LightMatrix0;_Object2World;_ProjectionParams;_ScreenParams;_SinTime;_Time;_World2Object;_WorldSpaceCameraPos;_WorldSpaceLightPos0;_ZBufferParams;unity_4LightAtten0;unity_4LightPosX0;unity_4LightPosY0;unity_4LightPosZ0;unity_AmbientEquator;unity_AmbientGround;unity_AmbientSky;unity_CameraInvProjection;unity_CameraProjection;unity_CameraWorldClipPlanes;unity_DeltaTime;unity_FogColor;unity_FogParams;unity_LODFade;unity_LightAtten;unity_LightColor;unity_LightPosition;unity_OrthoParams;unity_SpotDirection" /> | |
| <keywords4 keywords="#elif;#else;#elseif;#endif;#if;#ifdef;CBUFFER_END;CBUFFER_START;CGPROGRAM;ENDCG;SHADER_API_D3D11;SHADER_API_D3D11_9X;SHADER_API_D3D9;SHADER_API_GLCORE;SHADER_API_GLES;SHADER_API_GLES3;SHADER_API_METAL;SHADER_API_MOBILE;SHADER_API_OPENGL;SHADER_API_PSP2;SHADER_API_PSSL;SHADER_API_WIIU;SHADER_API_XBOX360;SHADER_API_XBOXONE;SHADER_TARGET;SHADER_TARGET_GLSL;UNITY_ATTEN_CHANNEL;UNITY_BRANCH;UNITY_CAN_COMPILE_TESSELLATION;UNITY_COMPILER_CG;UNITY_COMPILER_HLSL;UNITY_COMPILER_HLSL2GLSL;UNITY_DECLARE_SHADOWMAP;UNITY_DECLARE_TEX2D;UNITY_DECLARE_TEX2DARRAY;UNITY_DECLARE_TEX2D_NOSAMPLER;UNITY_FLATTEN;UNITY_FRAMEBUFFER_FETCH_AVAILABLE;UNITY_HALF_TEXEL_OFFSET;UNITY_INITIALIZE_OUTPUT;UNITY_MIGHT_NOT_HAVE_DEPTH_Texture;UNITY_NEAR_CLIP_VALUE;UNITY_NO_DXT5nm;UNITY_NO_LINEAR_COLORSPACE;UNITY_NO_RGBM;UNITY_NO_SCREENSPACE_SHADOWS;UNITY_PASS_DEFERRED;UNITY_PASS_FORWARDADD;UNITY_PASS_FORWARDBASE;UNITY_PASS_PREPASSBASE;UNITY_PASS_PREPASSFINAL;UNITY_PASS_SHADOWCASTER;UNITY_PROJ_COORD;UNITY_SAMPLE_SHADOW;UNITY_SAMPLE_SHADOW_PROJ;UNITY_SAMPLE_TEX2D;UNITY_SAMPLE_TEX2DARRAY;UNITY_SAMPLE_TEX2DARRAY_LOD;UNITY_SAMPLE_TEX2D_SAMPLER;UNITY_USE_RGBA_FOR_POINT_SHADOWS;UNITY_UV_STARTS_AT_TOP;UNITY_VERSION;UNITY_VPOS_TYPE" /> | |
| </highlighting> | |
| <extensionMap> | |
| <mapping ext="cginc" /> | |
| <mapping ext="shader" /> | |
| </extensionMap> | |
| </filetype> | 
On Mac, works well with following path.
~/Library/Preferences/Rider10/filetypes
I've added cginc as an extension type:
<extensionMap>
    <mapping ext="shader" />
    <mapping ext="cginc" />
  </extensionMap>
@bbeaumont, thanks for catching this! Added cginc to the exetension map.
For the latest version of rider on Mac, the path for the syntax highlighting .xml has changed to:
~/Library/Preferences/Rider2017.1/filetypes
Thx!
Now rider support shaderlab highlighting out of the box.
  
    Sign up for free
    to join this conversation on GitHub.
    Already have an account?
    Sign in to comment
  
            
To enable syntax highlight for unity shaders in Project Rider, download this file and put it into your "filetypes" folder.
Windows Vista, 7, 8, 10:
<SYSTEM DRIVE>\Users\<USER ACCOUNT NAME>\.Rider10\config\filetypesMac OS X:
~/Library/Preferences/Rider10/config/filetypesLinux:
~/.Rider10/config/filetypes