What you write#
Declare vertex, fragment, or compute entry points in C#, using your chosen attribute syntax. HLSL is the default vocabulary in these examples.
What the compiler handles#
Yotsuba Shader analyzes the declarations and supported shader logic, uses an internal representation, and is intended to generate SPIR-V. These are internal compilation steps; you do not build IR records or SPIR-V modules yourself.
Yotsuba ShaderCross translates SPIR-V into GLSL ES, GLSL, MSL, or HLSL. WGSL output is planned for 2027. Your engine then loads the result through its graphics API.
Current status#
The complete C# compilation path and build integration are still in development. This page explains the intended workflow, not an available installation or command-line contract.
