Version: Unity 6 Preview (6000.0)
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HLSL pragma target command reference
Built-in shader variables reference

HLSL pragma require command reference

Here are all the valid values for the #pragma require directive.

Value Description
interpolators10 At least 10 vertex-to-fragment interpolators (“varyings”) are available.
interpolators15 At least 15 vertex-to-fragment interpolators (“varyings”) are available.

Note: Internally, this also automatically adds integers to the list of requirements.
interpolators32 At least 32 vertex-to-fragment interpolators (“varyings”) are available.
integers Integers are a supported data type, including bit/shift operations.

Note: Internally, this also automatically adds interpolators15 to the list of requirements.
mrt4 At least 4 render targets are supported.
mrt8 At least 8 render targets are supported.
derivatives PixelThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
See in Glossary
shaderA program that runs on the GPU. More info
See in Glossary
derivative instructions (ddx/ddy) are supported.
samplelod Explicit texture LODThe Level Of Detail (LOD) technique is an optimization that reduces the number of triangles that Unity has to render for a GameObject when its distance from the Camera increases. More info
See in Glossary
sampling (tex2Dlod / SampleLevel) is supported.
fragcoord Pixel location (XY on screen, ZW depth in clip space) input in pixel shader is supported.
2darray 2D texture arrays are a supported data type.
cubearray CubemapA collection of six square textures that can represent the reflections in an environment or the skybox drawn behind your geometry. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). More info
See in Glossary
arrays are a supported data type.
instancing SV_InstanceID input system value is supported.
geometry Geometry shader stages are supported.
compute Compute shaders, structured buffers, and atomic operations are supported.
randomwrite or uav “Random write” (UAV) textures are supported.
tesshw Hardware tessellation is supported, but not necessarily tessellation (hull/domain) shader stages. For example, Metal supports tessellation, but not hull or domain stages.
tessellation Tessellation (hull/domain) shader stages are supported.
msaatex The ability to access multi-sampled textures (Texture2DMS in HLSL) is supported.
sparsetex Sparse textures with residency info (“Tier2” support in DirectX terms; CheckAccessFullyMapped HLSL function).
framebufferfetch or fbfetch Framebuffer fetch (the ability to read input pixel color in the pixel shader) is supported.
setrtarrayindexfromanyshader Setting the render target array index from any shader stage (not just the geometry shader stage) is supported.
inlineraytracing Inline ray tracingThe process of generating an image by tracing out rays from the Camera through each pixel and recording the color contribution at the hit point. This is an alternative to rasterization. raytracing
See in Glossary
is supported, so you can generate ray queries in the rasterizationThe process of generating an image by calculating pixels for each polygon or triangle in the geometry. This is an alternative to ray tracing.
See in Glossary
and compute stages of a shader. Refer to SystemInfo.supportsInlineRayTracing for more information.
HLSL pragma target command reference
Built-in shader variables reference