Yotsuba Shader
Documentation

Article

Compilation pipeline

Current compilation stages and the boundaries between implemented APIs and planned build integration.

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.

See the illustrated compilation process.

Copyright © 2026 Yotsuba Shader contributors · Licensing · GitHub