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. | 
| 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. | 
| 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. |