A programmable graphics pipeline including the shader in the embedded systems increases flexibility and enables customizations
of vertex and fragment processing, and it also provides the programmer with various special effects essential in development
of realistic 3D mobile games whereas the traditional fixed-function pipeline does not. In this paper, we design a unified
shader integrating vertex shader and fragment shader, define a memory structure for the unified shader, and present an operating
process to construct the memory structure and execute compiled shader program by passing it to the unified shader using the
OpenGL ES 2.0 APIs. We are satisfied with the result from implementing the unified shader and its OpenGL ES 2.0 APIs. It can
be used as a development platform for 3D mobile games.