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Install via UPM

Add to Unity Package Manager using this URL

https://www.pkglnk.dev/shader-ide-bridge-rider.git

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## Installation

Add **Clerin Shader IDE Bridge (Rider)** to your Unity project via Package Manager:

1. Open **Window > Package Manager**
2. Click **+** > **Add package from git URL**
3. Enter:
```
https://www.pkglnk.dev/shader-ide-bridge-rider.git
```

[![pkglnk](https://www.pkglnk.dev/badge/shader-ide-bridge-rider.svg?style=pkglnk)](https://www.pkglnk.dev/pkg/shader-ide-bridge-rider)

Dependencies (1)

README

Unity Shader IDE Bridge for Rider

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Open shader-related files in JetBrains Rider, while keeping C# scripts opening in your primary IDE (Visual Studio / VS Code / etc.).

Unity can only select one External Script Editor. This package gives you a split workflow:

  • C# → your main IDE
  • Shader/HLSL/etc. → Rider

UPM package name: com.clerin.unity.shader-ide-bridge-rider


Installation (UPM / Git URL)

Unity: Window > Package Manager > + > Add package from git URL...

https://github.com/jinhyeonseo01/UnityShaderIDEBridge-Rider.git

Specific version tag:

https://github.com/jinhyeonseo01/UnityShaderIDEBridge-Rider.git#v1.0.0

Quick Setup

  1. Unity: Edit > Preferences > External Tools
  2. Set External Script Editor to your C# IDE (Visual Studio / VS Code / etc.)
  3. Open Project Settings: Project > Clerin > Shader IDE Bridge

Settings

Setting Meaning
Enable OnOpenAsset Bridge Intercept shader files and open them in Rider
Enable Diagnostics Warnings Log warnings if Rider cannot be resolved

Note: If your External Script Editor is already Rider, the bridge stays inactive (Unity default behavior), and the manual menu is hidden/disabled.


Features

  • Hooks Unity’s OnOpenAsset only for shader-related extensions
  • Does not change Unity’s External Script Editor setting
  • Finds Rider via Toolbox / Program Files / PATH / env vars, then launches with line support (--line)
  • Includes Diagnostics so you can see why Rider was (not) detected

Supported File Types

.shader, .compute, .hlsl, .cginc, .glslinc, .cg


Requirements

  • Unity 6000.3.x (Unity 6.3 baseline)
  • JetBrains Rider installed
  • Unity package com.unity.ide.rider (declared in package.json)

Recommended (for reliability + speed)

Set one of these environment variables to Rider’s executable:

  • RIDER_PATH (preferred)
  • JETBRAINS_RIDER_PATH
  • JETBRAINS_RIDER

Windows example:

C:\Program Files\JetBrains\JetBrains Rider 2025.x\bin\rider64.exe

Usage

Automatic (recommended)

  • Double-click a supported shader file in the Unity Project window.

Manual

  • Select a supported asset
  • Tools > Clerin > Shader IDE Bridge > Open In Rider

Diagnostics

  • Tools > Clerin > Shader IDE Bridge > Validate Rider Shader Setup
  • Tools > Clerin > Shader IDE Bridge > Clear Rider Cache (forces a fresh path scan on next open)

Limitations (by design)

  • No custom include indexing / mirroring
  • No extra language service or parsing layer
    → Rider handles Shader/HLSL parsing, navigation, and include resolution.

Troubleshooting

Rider doesn’t open / first open is slow

  • Run: Tools > Clerin > Shader IDE Bridge > Validate Rider Shader Setup
  • Set RIDER_PATH to avoid path probing on first open.

File isn’t intercepted

  • Only the listed extensions are handled.
  • If External Script Editor is Rider, interception is disabled by design.

It opens in the wrong IDE

  • Confirm External Script Editor is not Rider (this package is for split-IDE setups).

License

MIT — see LICENSE.md

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