Version: Unity 6 Preview (6000.0)
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BuiltinShaderDefine

enumeration

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Description

Defines set by editor when compiling shaders, based on the target platform and GraphicsTier.

Additional resources: GraphicsSettings.HasShaderDefine.

Properties

UNITY_NO_DXT5nmUNITY_NO_DXT5nm is set when compiling shader for platform that do not support DXT5NM, meaning that normal maps will be encoded in RGB instead.
UNITY_NO_RGBMUNITY_NO_RGBM is set when compiling shader for platform that do not support RGBM, so dLDR will be used instead.
UNITY_ENABLE_REFLECTION_BUFFERSUNITY_ENABLE_REFLECTION_BUFFERS is set when deferred shading renders reflection probes in deferred mode. With this option set reflections are rendered into a per-pixel buffer. This is similar to the way lights are rendered into a per-pixel buffer. UNITY_ENABLE_REFLECTION_BUFFERS is on by default when using deferred shading, but you can turn it off by setting “No support” for the Deferred Reflections shader option in Graphics Settings. When the setting is off, reflection probes are rendered per-object, similar to the way forward rendering works.
UNITY_FRAMEBUFFER_FETCH_AVAILABLEUNITY_FRAMEBUFFER_FETCH_AVAILABLE is set when compiling shaders for platforms where framebuffer fetch is potentially available.
UNITY_ENABLE_NATIVE_SHADOW_LOOKUPSUNITY_ENABLE_NATIVE_SHADOW_LOOKUPS enables use of built-in shadow comparison samplers on OpenGL ES 2.0.
UNITY_METAL_SHADOWS_USE_POINT_FILTERINGUNITY_METAL_SHADOWS_USE_POINT_FILTERING is set if shadow sampler should use point filtering on iOS Metal.
UNITY_NO_SCREENSPACE_SHADOWSUNITY_NO_SCREENSPACE_SHADOWS is set when screenspace cascaded shadow maps are disabled.
UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWSUNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS is set when Semitransparent Shadows are enabled.
UNITY_PBS_USE_BRDF1UNITY_PBS_USE_BRDF1 is set if Standard Shader BRDF1 should be used.
UNITY_PBS_USE_BRDF2UNITY_PBS_USE_BRDF2 is set if Standard Shader BRDF2 should be used.
UNITY_PBS_USE_BRDF3UNITY_PBS_USE_BRDF3 is set if Standard Shader BRDF3 should be used.
UNITY_SPECCUBE_BOX_PROJECTIONUNITY_SPECCUBE_BLENDING is set if Reflection Probes Box Projection is enabled.
UNITY_SPECCUBE_BLENDINGUNITY_SPECCUBE_BLENDING is set if Reflection Probes Blending is enabled.
UNITY_ENABLE_DETAIL_NORMALMAPUNITY_ENABLE_DETAIL_NORMALMAP is set if Detail Normal Map should be sampled if assigned.
SHADER_API_MOBILESHADER_API_MOBILE is set when compiling shader for mobile platforms.
SHADER_API_DESKTOPSHADER_API_DESKTOP is set when compiling shader for "desktop" platforms.
UNITY_HARDWARE_TIER1UNITY_HARDWARE_TIER1 is set when compiling shaders for GraphicsTier.Tier1.
UNITY_HARDWARE_TIER2UNITY_HARDWARE_TIER2 is set when compiling shaders for GraphicsTier.Tier2.
UNITY_HARDWARE_TIER3UNITY_HARDWARE_TIER3 is set when compiling shaders for GraphicsTier.Tier3.
UNITY_COLORSPACE_GAMMAUNITY_COLORSPACE_GAMMA is set when compiling shaders for Gamma Color Space.
UNITY_LIGHT_PROBE_PROXY_VOLUMEUNITY_LIGHT_PROBE_PROXY_VOLUME is set when Light Probe Proxy Volume feature is supported by the current graphics API and is enabled in the Graphics Tier settings. You can only set a Graphics Tier in the Built-in Render Pipeline.
UNITY_LIGHTMAP_DLDR_ENCODINGUNITY_LIGHTMAP_DLDR_ENCODING is set when lightmap textures are using double LDR encoding to store the values in the texture.
UNITY_LIGHTMAP_RGBM_ENCODINGUNITY_LIGHTMAP_RGBM_ENCODING is set when lightmap textures are using RGBM encoding to store the values in the texture.
UNITY_LIGHTMAP_FULL_HDRUNITY_LIGHTMAP_FULL_HDR is set when lightmap textures are not using any encoding to store the values in the texture.
UNITY_VIRTUAL_TEXTURINGIs virtual texturing enabled and supported on this platform.
UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATIONUnity enables UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION when Vulkan pre-transform is enabled and supported on the target build platform.
UNITY_ASTC_NORMALMAP_ENCODINGUnity enables UNITY_ASTC_NORMALMAP_ENCODING when DXT5nm-style normal maps are used on Android, iOS or tvOS.
SHADER_API_GLES30SHADER_API_ES30 is set when the Graphics API is OpenGL ES 3 and the minimum supported OpenGL ES 3 version is OpenGL ES 3.0.
UNITY_UNIFIED_SHADER_PRECISION_MODELUnity sets UNITY_UNIFIED_SHADER_PRECISION_MODEL if, in Player Settings, you set Shader Precision Model to Unified.
UNITY_PLATFORM_SUPPORTS_WAVE_32Unity sets UNITY_PLATFORM_SUPPORTS_WAVE_32 when the target platform is known to support wave-level shader operations with a wave size of 32.
UNITY_PLATFORM_SUPPORTS_WAVE_64Unity sets UNITY_PLATFORM_SUPPORTS_WAVE_64 when the target platform is known to support wave-level shader operations with a wave size of 64.
UNITY_NEEDS_RENDERPASS_FBFETCH_FALLBACKUNITY_NEEDS_RENDERPASS_FBFETCH_FALLBACK is set when we need to generate a fallback for RenderPass due to the possibility of not having framebuffer fetch
UNITY_PLATFORM_SUPPORTS_DEPTH_FETCHUNITY_PLATFORM_SUPPORTS_DEPTH_FETCH is set if RenderPass can use its depth attachment as input.