Unity supports all #pragma
directives that are part of standard HLSL, as long as these directives are in regular include files. For more information on these directives, see the HLSL documentation: pragma Directive.
If you are writing a Surface ShaderA streamlined way of writing shaders for the Built-in Render Pipeline. More info
See in Glossary, use this directive to tell the compiler which function to use as the surface function, and pass data to that function.
Statement | Function |
---|---|
#pragma surface <surface function> <lighting model> <optional parameters> |
Compile the function with the given name as the surface shader, so that it works with the given lighting model. For more information, see Surface Shaders. |
If you are writing a regular graphics shaderA program that runs on the GPU. More info
See in Glossary, use these directives to tell the compiler which functions to use for different shader stages. The #pragma vertex
and #pragma fragment
directives are required, but other stages are optional.
Statement | Function |
---|---|
#pragma vertex <name> |
Compile the function with the given name as the vertex shader. Replace <name> with the function name. This directive is required in regular graphics shaders. |
#pragma fragment <name> |
Compile the function with the given name as the fragment shader. Replace <name> with the function name. This directive is required in regular graphics shaders. |
#pragma geometry <name> |
Compile the function with the given name as the geometry shader. Replace <name> with the function name. This option automatically turns on #pragma require geometry ; for more information, see Targeting shader models and GPU features in HLSL.Note: Metal does not support geometry shaders. |
#pragma hull <name> |
Compile the function with the given name as the DirectX 11 hull shader. Replace <name> with the function name. This automatically adds #pragma require tessellation ; for more information, see Targeting shader models and GPU features in HLSL. |
#pragma domain <name> |
Compile the function with the given name as the DirectX 11 domain shader. Replace <name> with the function name. This option automatically turns on #pragma require tessellation ; for more information, see Targeting shader models and GPU features in HLSL. |
Use these directives to tell the shader compiler how to handle shader variants and keywords. For more information, see Declaring and using shader keywords in HLSL.
Directive | Description |
---|---|
#pragma multi_compile <keywords> |
Declares a collection of keywords. The compiler includes all of the keywords in the build. You can use suffixes such as _local to set additional options.For more information and a list of supported suffixes, see Declaring and using shader keywords in HLSL. |
#pragma shader_feature <keywords> |
Declares a collection of keywords. The compiler excludes unused keywords from the build. You can use suffixes such as _local to set additional options.For more information and a list of supported suffixes, see Declaring and using shader keywords in HLSL. |
#pragma hardware_tier_variants <values> |
Built-in Render Pipeline only: Add keywords for graphics tiers when compiling for a given graphics API. For more information, see Graphics tiers. |
#pragma skip_variants <list of keywords> |
Strip specified keywords. |
Use these directives to tell the compiler that your shader requires specific GPU features.
Statement | Function |
---|---|
#pragma target <value> |
The minimum shader model that this shader program is compatible with. Replace <value> with a valid value. For a list of valid values, see Shader compilation: Targeting shader models and GPU features in HLSL. |
#pragma require <value> |
The minimum GPU features that this shader is compatible with. Replace <value> with a valid value, or multiple valid values separated by a space. For a list of valid values, see Shader compilation: Targeting shader models and GPU features in HLSL. |
Use these directives to tell Unity to include or exclude code for a given graphics API.
Statement | Function |
---|---|
#pragma only_renderers <value> |
Compile this shader program only for given graphics APIs. Replace <values> with a space-delimited list of valid values. For more information and a list of valid values, refer to Targeting graphics APIs and platforms in HLSL. For example, #pragma only_renderers glcore only compiles for the desktop OpenGL. Like the ES 3 target, this also scales up to contain all desktop OpenGL versions, where basic shaders will support OpenGL 2.x while shaders requiring shader model 5.0 features require OpenGL 4.2+. |
#pragma exclude_renderers <value> |
Do not compile this shader program for given graphics APIs. Replace <value> with a space-delimited list of valid values. For more information and a list of valid values, refer to Targeting graphics APIs and platforms in HLSL. |
Statement | Function |
---|---|
#pragma instancing_options <options> |
Enable GPU instancing in this shader, with given options. For more information, see GPU instancing |
#pragma once |
Put this directive in a file to ensure that the compiler includes the file only once in a shader program. Note: Unity only supports this directive when the Caching Shader Preprocessor is enabled. |
#pragma enable_d3d11_debug_symbols |
Generates shader debug symbols for supported graphics APIs, and disables optimizations for all graphics APIs. Use this for debugging shader code in an external tool. Unity generates debug symbols for Vulkan, DirectX 11 and 12, and supported console platforms. Warning: Using this results in an increased file size and reduced shader performance. When you have finished debugging your shaders and you are ready to make a final build of your application, remove this line from your shader source code and recompile the shaders. |
#pragma skip_optimizations <value> |
Forces optimizations off for given graphics APIs. Replace <values> with a space-delimited list of valid values. For a list of valid values, see Targeting graphics APIs and platforms in HLSL |
#pragma hlslcc_bytecode_disassembly |
Embed disassembled HLSLcc bytecode into a translated shader. |
#pragma disable_fastmath |
Enable precise IEEE 754 rules involving NaN handling. This currently only affects the Metal platform. |
#pragma editor_sync_compilation |
Force synchronous compilation. This affects the Unity Editor only. For more information, see Asynchronous Shader compilation. |
#pragma enable_cbuffer |
Emit cbuffer(name) when using CBUFFER_START(name) and CBUFFER_END macros from HLSLSupport even if the current platform does not support constant buffers. |