Version: 2018.4
LanguageEnglish
  • C#

ShaderRequirements

enumeration

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

Required shader features for some particular shader. Features are bit flags.

Properties

NoneNo shader requirements.
BaseShadersIndicates that basic shader capability, Shader Model 2.0 level is required.
Interpolators10Indicates the shader must have 10 interpolators.
Interpolators32Indicates the shader must have 32 interpolators
MRT4Indicates the shader must have multiple render targets (at least 4), as in support a fragment shader that can output up to 4 values.
MRT8Indicates the shader must have multiple render targets (at least 8), as in support a fragment shader that can output up to 4 values.
DerivativesIndicates that derivative (ddx/ddy) instructions support is required in the fragment shader.
SampleLODIndicates the shader requires the support of texture sampling in a fragment shader with an explicit mipmap level.
FragCoordIndicates that pixel position (SV_Position) input support is required in the fragment shader.
Interpolators15IntegersIndicates the shader must have 15 integers and interpolators in total. Unity bundles them together because it is extremely unlikely a GPU/API will ever exist that only has part of that.
Texture2DArrayIndicates the shader requires 2D array textures.
InstancingIndicates the shader must support SV_InstanceID shader input.
GeometryIndicates that geometry shader support is required.
CubeArrayIndicates the shader requires cubemap array support.
Compute Indicates that compute shader support is required.
RandomWriteIndicates the shader requires have random-write textures (UAVs) support.
TessellationComputeIndicates the shader requires the support of tessellation using a compute shader for control points processing. Metal graphics API requires this feature for tessellation.
TessellationShadersIndicates the shader requires the support of tessellation using the hull and domain shader stages.
SparseTexelResidentIndicates the shader requires the support of sparse textures with sampling instructions that return residency information.
FramebufferFetchIndicates the shader must support framebuffer fetch, which is the ability to have in+out fragment shader color params.
MSAATextureSamplesIndicates the shader requires access to MSAA texture samples.