Here is the list of shaderA program that runs on the GPU. More info
See in Glossary models that Unity uses, and the combination of #pragma require
values that each corresponds to.
Note: Unity’s shader models are similar to DirectX shader models and OpenGL version requirements, but they do not correspond exactly. Read the descriptions carefully to ensure that you understand the differences.
Value | Description | Support | Equivalent #pragma require values |
---|---|---|---|
2.0 |
Equivalent to DirectX shader model 2.0. Limited amount of arithmetic and texture instructions; 8 interpolators; no vertex texture sampling; no derivatives in fragment shaders; no explicit LOD texture sampling. |
Works on all platforms supported by Unity. | N/A |
2.5 |
Almost the same as 3.0, but with only 8 interpolators, and no explicit LOD texture sampling. | DirectX 11 feature level 9+ OpenGL 3.2+ Vulkan Metal |
derivatives |
3.0 |
Equivalent to DirectX shader model 3.0. . |
DirectX 11 feature level 10 + OpenGL 3.2+ OpenGL ES 3.0+ Vulkan Metal |
Everything in 2.5 , plus:interpolators10 samplelod fragcoord
|
3.5 |
Equivalent to OpenGL ES 3.0. |
DirectX 11 feature level 10+ OpenGL 3.2+ OpenGL ES 3+ Vulkan Metal |
Everything in 3.0 , plus:interpolators15 mrt4 integers 2darray instancing
|
4.0 |
Equivalent to DirectX shader model 4.0, but without the requirement to support 8 MRTs. | DirectX 11 feature level 10+ Desktop OpenGL 3.x OpenGL ES 3.1 OpenGL ES 3.1 + Android Extension Pack (AEP) OpenGL 3.2+ Vulkan Metal (if no geometry stage is defined) |
Everything in 3.5 , plus:geometry
|
gl4.1 |
Equivalent to OpenGL 4.1 | Desktop OpenGL 4.1 Shader model 4.0 + tessellation to match macOS 10.9 capabilities. |
Everything in 4.0 , plus:cubearray tesshw tessellation msaatex
|
4.5 |
Equivalent to OpenGL ES 3.1. | DirectX 11 feature level 11+ OpenGL 4.3+ OpenGL ES 3.1 Vulkan Metal |
Everything in 3.5 , plus:compute randomwrite msaatex
|
4.6 |
Equivalent to OpenGL 4.1. This is the highest OpenGL level supported on a Mac. |
DirectX 11 feature level 11+ OpenGL 4.1+ OpenGL ES 3.1 + AEP Vulkan Metal (if no geometry stage is defined, and no hull or domain stage is defined) |
Everything in 4.0 , plus:cubearray tesshw tessellation msaatex
|
5.0 |
Equivalent to DirectX shader model 5.0, but without the requirement to support 32 interpolators or cubemap arrays. | DirectX 11 feature level 11+ Desktop OpenGL >= 4.2 OpenGL 4.3+ OpenGL ES 3.1 + AEP Vulkan Metal (if no geometry stage is defined, and no hull or domain stage is defined) |
Everything in 4.0 , plus:compute randomwrite msaatex tesshw tessellation
|
For information on shader model support for console platforms, see the platform-specific documentation.
Notes:
mrt8
, and shader model 5.0 includes interpolators32
and cubearray
. Unity does not include these, for broader compatibility. To require these features, use an explicit #pragma require
directive.geometry
but your shader does not define a geometry stage, Unity removes geometry
from the list of requirements at compile time.tessellation
but your shader does not define a hull or domain stage, Unity removes tessellation
from the list of requirements at compile time.Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.