Hello,
Plugin page https://github.com/JetBrains/resharper-unity
says that it supports syntax highlight (at least) of ShaderLab for Rider. But for me, it just partially supports highlighting, not to mention auto-completion (it doesn't work completely).
I checked for ReSharper and it fully works with highlights and auto-completion.
I'm using Rider version 2017.1.1. (Of course, 'Unity Support' plugin is installed)
I've attached screenshot how it looks like.
Thank you

@VirtualMaestro It is a known issue, we've not implemented full ShaderLab support in Rider yet. We're working on it — it is the most important feature for us now.
I see. I thought I've setup something wrong.
Thank you
So, another year later, are we there yet?
Please?
it is the most important feature for us now.
2 years later, still basic support.
Yep. Can't even indent the code correctly. Basically dead.
rip
Nothing?
We're very much aware that Rider's support for Cg is far from ideal, but it is being worked on. Unfortunately, support for Cg, which is a language very similar to C/C++ especially in its use of preprocessor macros, is dependent on several other features and architectural changes that are also in progress. We're hoping to have something soon, but unfortunately, we don't really have anything we can talk about right now. I get this is frustrating - sorry it's taking so long.
Any updates? Been waiting 3 years for .shader support in Rider, and still nothing : (
Nothing I can add right now, sorry. We get that this is a pain point, and a missing piece in our Unity support. We're working on it.
For what it's worth ... this missing feature is the main reason I'm cancelling JB subscription - I've been testing and found that Rider2018 is 100% fine for Unity developemnt, I don't even need to move to a different IDE. With 8 weeks of trialling this, I found that Rider2019 had added almost nothing for Unity developers.
We're basically paying for this to NOT happen (the last 12 months of Rider updates have had very little impact on Unity development, unless you are a junior coder [How many professional C# devs need a popup telling them that Update is "probably called quite often"? :) ]).
At Unite Copenhagen, the promise of a possible quick-fix for this kept me hanging on -- and I know how effective and relatively simple that quick-fix is, I've worked on IDE dev teams before. The fact that it didn't happen screams that there's serious internal problems with JB dev / codebase (this stuff is many times simpler than JB pretends it is - its' not being held back by tech problems, it's being held back by corporate/internal/strategic problems).
That's fine....except: it very strongly implies that you're not going to fix this within a 2-4 year timeframe. Which makes it insane for any real developer to carry on using your IDE and paying for it to NOT be updated.
Sad panda :(.
PS: I spent a few weeks using current rival C# editors, and here's the saddest part: Rider2018 was still a better overall day-to-day experience than any of them (although the others win on more advanced features, or performance in some cases - so JetBrains is losing ground - but Rider used to be the go-to editor for Unity/C#).
But at the current rate I expect by this summer/autumn that will have changed and Rider won't be in the top 3 options for Unity/C# any more. Which is a shame because in a lot of ways it is/was really good, and I wish JB had been able to stick with it instead of sidelining Unity devs.
Last comment (I promise):
"We're very much aware that Rider's support for Cg is far from ideal"
Wat.
There is ZERO SUPPORT in Rider. Not "far from ideal". But, instead, literally NONE! I get more features for shader editing in a non-programmers text-editor than I do in Rider! (text editors at least do consistent line-indenting, which Rider still cannot/will not attempt).
Statements like that one are what have convinced me this simply isn't on JB's strategic plan: Rider is not intended to be used by Unity developers, and we should stop using it.
This doesn't make any sense. Please avoid such comments on a git issue. If
you are unsatisfied with the product, complain on their site man. This is a
place for talking about issues and features.
Also, rider 2019 did a lot for unity devs. They now fix asset files for
name changes. I'd pay Rider just for that. Rider is not losing ground just
because it doesn't have a feature no other editor provides. Anyway, keep
personal issues out of github.
On Thu, Feb 6, 2020, 09:24 adamgit notifications@github.com wrote:
Last comment (I promise):
"We're very much aware that Rider's support for Cg is far from ideal"
Wat.
There is ZERO SUPPORT in Rider. Not "far from ideal". But, instead,
literally NONE! I get more features for shader editing in a non-programmers
text-editor than I do in Rider! (text editors at least do consistent
line-indenting, which Rider still cannot/will not attempt).Statements like that one are what have convinced me this simply isn't on
JB's strategic plan: Rider is not intended to be used by Unity developers,
and we should stop using it.—
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Other editors do have support for shaders.
This is not the point, if other editors support shaders than use other
editors. This is about Rider and its development.
On Thu, Feb 6, 2020, 15:13 Noah R. notifications@github.com wrote:
Other editors do have support for shaders.
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As mentioned above, we are working this. The first step to great Cg support is to get C/C++ into the platform, which we are doing with Rider C++ and support for Unreal. This gives us a platform to extend the C tooling to understand Cg. But it also requires a lot of work to bring a product designed to run on Windows inside Visual Studio to run cross platform on Mono and .NET Core as part of Rider. It's in progress, but I don't have anything concrete to share right now. As soon as I do, I will - we want to get shader support into the product too.
wind swept ruins of a post apocalyptic city in the 29th century
A single, gaunt figure can be seen crawling across the smashed concrete, ravaged by time and searing heat; it halts. The figure looks up, straining to see through a comedy of hair weaving dark shadows across it's face, it croaks the words; "how close to working HLSL/CG syntax support are we"?
Roadmap for release schedule for this would be Epic also.
We've just announced initial HLSL support in ReSharper C++. As mentioned above, ReSharper C++ is coming to Rider, so we'll see this tooling adopted in Rider for Unity, too. It's not going to be part of Rider 2020.1, but if we can get everything synced up correctly, we should see it in Rider 2020.2.
FYI, we've just started Rider for Unreal Engine Public preview. It includes basic C++, specific UE4 and also HLSL support.
Any leads yet?
bump
So there are some updates about shader support for Rider?
Oh wow, sorry, this issue should have been updated a while ago. I guess it got missed with it being closed.
Rider has rich support for shader files as of Rider 2020.2. There's a full language service for HLSL in standalone files and .shader files. It has syntax highlighting, error highlighting, code folding, completion, navigation, inspections and refactorings.
Most helpful comment
So, another year later, are we there yet?