The engine provides a set of common built-in shaders, located in the
internal -> effects directory of the Assets panel of the editor. Double-click a shader file to open it in an external IDE for viewing and editing (provided that Default Script Editor needs to be configured in Preferences -> External Programs).
Creator roughly categorizes built-in shaders into the following categories:
internal：Internal functionality shaders, such as In-editor gizmo, geometry renderer. Users generally do not need to pay attention to these.
pipeline：Pipeline effects shaders, including deferred lighting, post-effects, anti-aliasing, and more.
util：Holds some loose built-in shaders, such as dcc material importing and sequence frame animations. Users generally do not need to pay attention to these.
for2d：2D rendering shaders, such as spine and sprite.
particles：Particle effect shaders.
advanced：Advanced material with surface shader, such as water, skin, hair, jade.
- Others are built-in shaders, please refer to the description below for details.
Built-in pipeline effect
|bloom.effect||Full-screen bloom effect|
|deferred-lighting.effect||Lighting process in the deferred-rendering pipeline|
|Material Effect name||description|
|builtin-terrain.effect||Default terrain effect|
|Other Effect name||description|
Billboard is a rendering technique that makes objects always face the camera, suitable for rendering trees, healthing point bars, etc.
|builtin-clear-stencil.effect||clear stencil cache|
|builtin-particle-trail.effect||Trail for particle system|
|builtin-particle.effect||CPU-based rendergin for particle system|
|builtin-particle-gpu.effect||GPU-based rendering for particle system
Please refer to Particle Renderer to understand the useage of these two effects
|builtin-reflection-deferred.effect||For reflection handling in deferred-rendering|
|builtin-spine.effect||Effect for spine skeleton animation|
|builtin-sprite.effect||Built-in standard sprite effect|