Version: 2021.3
Language : English
Built-in shader variables
Using sampler states

Shader data types and precision

The standard ShaderA program that runs on the GPU. More info
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language in Unity is HLSL, and general HLSL data types are supported. However, Unity handles some data types differently from HLSL, particularly to provide better support on mobile platforms.

Basic data types

Shaders carry out the majority of calculations using floating point numbers (which are float in regular programming languages like C#). In Unity’s implementation of HLSL, the scalar floating point data types are float, half, and fixed. These data types differ in precision and, consequently, performance or power usage. There are also several related data types for vectors and matrices such as half3 and float4x4.

High precision: float

This is the highest precision floating point data type. On most platforms, float values are 32 bits like in regular programming languages.

Full float precision is generally useful for world space positions, texture coordinates, or scalar calculations that involve complex functions such as trigonometry or power/exponentiation. If you use lower precision floating point data types for these purposes, it can cause precision-related artifacts. For example with texture coordinates, a half doesn’t have enough precision to accurately represent 1-texel offsets of larger textures.

Medium precision: half

This is a medium precision floating point data type. On platforms that support half values, they are generally 16 bits. On other platforms, this becomes float.

half values have a smaller range and precision than float values.

Half precision is useful to get better shader performance for values that don’t require high precision such as short vectors, directions, object space positions, and high dynamic range colors.

Low precision: fixed

This is only supported by the OpenGL ES 2.0 Graphics API. On other APIs it becomes the lowest supported precision (half or float).

This is the lowest precision fixed point value and is generally 11 bits. fixed values range from –2.0 to +2.0 and have a precision of 1/256.

Fixed precision is useful for regular colors (as typically stored in regular textures) and performing simple operations on them.

Floating point numbers

Unity’s shader compiler ignores floating point number suffixes from HLSL. Floating point numbers with a suffix therefore all become float.

This code shows a possible negative impact of numbers with the h suffix in Unity: half3 packedNormal = ...; half3 normal = packedNormal * 2.0h - 1.0h;

Since the h suffix is ignored, the shader compiler generates code that executes these steps: 1. Calculate an intermediary normal value in high precision (float3) 2. Convert the intermediary value to half3. This reduces your shader’s performance.

This code is more efficient because it only uses half values in its calculations: half3 packedNormal = ...; half3 normal = packedNormal * half(2.0) - half(1.0);

Integer data types

Integers (int data type) are often used as loop counters or array indices. For this purpose, they generally work fine across various platforms.

Depending on the platform, integer types might not be supported by the GPU. For example, Direct3D 9 and OpenGL ES 2.0 GPUs only operate on floating point data, and simple-looking integer expressions (involving bit or logical operations) might be emulated using fairly complicated floating point math instructions.

Direct3D 11, OpenGL ES 3, Metal and other modern platforms have proper support for integer data types, so using bit shifts and bit masking works as expected.

Composite vector/matrix types

HLSL has built-in vector and matrix types that are created from the basic types. For example, float3 is a 3D vector with .x, .y, .z components, and half4 is a medium precision 4D vector with .x, .y, .z, .w components. Alternatively, vectors can be indexed using .r, .g, .b, .a components, which is useful when working on colors.

Matrix types are built in a similar way; for example float4x4 is a 4x4 transformation matrix. Note that some platforms only support square matrices, most notably OpenGL ES 2.0.

Texture/Sampler types

Typically you declare textures in your HLSL code as follows:

sampler2D _MainTex;
samplerCUBE _Cubemap;

For mobile platforms, these translate into “low precision samplers”, i.e. the textures are expected to have low precision data in them. You can change the the default sampler precision for the whole Unity project in the Player SettingsSettings that let you set various player-specific options for the final game built by Unity. More info
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using the Shader precision model dropdown. If you know your texture contains HDRhigh dynamic range
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colors, you might want to use half precision sampler:

sampler2D_half _MainTex;
samplerCUBE_half _Cubemap;

Or if your texture contains full float precision data (e.g. depth texture), use a full precision sampler:

sampler2D_float _MainTex;
samplerCUBE_float _Cubemap;

Precision, Hardware Support and Performance

GPUs in desktop platforms and most modern mobile platforms support 32-bit floating point precision in the vertex and fragment shader stages. However, mobile GPUs perform better and are more energy efficient if you use lower precision.

If the platform supports lower precision, using half or fixed has the following effects:

  • Shaders use less memory, bandwidth, and power.
  • Calculations are faster. Using fewer bits can improve how the GPU allocates registers, and allow the GPU to use specialized fast execution units.

You should start with lower precision for everything except world space coordinates and texture coordinates. Check whether using lower precision causes visible errors in shader calculations (for example, color bands, or geometry that jumps between positions). If you see errors, increase precision.

Support for infinities, NaNs and other special floating point values

Support for special floating point values can be different depending on which (mostly mobile) GPU family you’re running.

All PC GPUs that support Direct3D 10 support very well-specified IEEE 754 floating point standard. This means that float numbers behave exactly like they do in regular programming languages on the CPU.

Mobile GPUs can have slightly different levels of support. On some, dividing zero by zero might result in a NaN (“not a number”); on others it might result in infinity, zero or any other unspecified value. Make sure to test your shaders on the target device to check they are supported.

External GPU Documentation

GPU vendors have in-depth guides about the performance and capabilities of their GPUs. See these for details:

See Also

Built-in shader variables
Using sampler states