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Shader compiler used to generate player data shader variants.
In Unity, shader programs are written in a variant of HLSL language.
Each [[wiki:PlatformSpecific|platform] supports one or multiple graphics APIs. For example, Vulkan and Direct3D 12 are both supported in Windows. When building a standalone player, for each supported graphics API, Unity runs a corresponding shader compiler which generates the shader variants and cross-compiles the shader snippet into the shading language natively supported by the graphics API.
See Also: IPreprocessShaders.OnProcessShader, Shader language.
|None||Provide a reasonable value for non initialized variables.|
|D3D||Compiler used with Direct3D 11 and Direct3D 12 graphics API on Windows platforms.|
|GLES20||Compiler used with OpenGL ES 2.0 and WebGL 1.0 graphics APIs on Android, iOS, Windows and WebGL platforms.|
|GLES3x||Compiler used with OpenGL ES 3.x and WebGL 2.0 graphics APIs on Android, iOS, Windows and WebGL platforms.|
|Vita||Compiler used on PlayStation Vita.|
|PS4||Compiler used on PlayStation 4.|
|XboxOneD3D11||Compiler used with Direct3D 11 graphics API on XBox One.|
|Metal||Compiler used with Metal graphics API on macOS, iOS and tvOS platforms.|
|OpenGLCore||Compiler used with OpenGL core graphics API on macOS, Linux and Windows platforms.|
|N3DS||Compiler used on Nintendo 3DS.|
|Vulkan||Compiler used with Vulkan graphics API on Android, Linux and Windows platforms.|
|Switch||Compiler used on Nintendo Switch.|
|XboxOneD3D12||Compiler used with Direct3D 12 graphics API on XBox One.|
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