The following shaders are built in to LÖVR, and can be used as an argument to instead of providing raw GLSL shader code. The shaders can be further customized by using the flags argument. If you pass in nil to, LÖVR will automatically pick a DefaultShader to use based on whatever is being drawn.

unlitA simple shader without lighting, using only colors and a diffuse texture.
standardA physically-based rendering (PBR) shader, using advanced material properties.
cubeA shader that renders a cubemap texture.
panoA shader that renders a 2D equirectangular texture with spherical coordinates.
fontA shader that renders font glyphs.
fillA shader that passes its vertex coordinates unmodified to the fragment shader, used to render view-independent fixed geometry like fullscreen quads.

See also