Version: Unity 6.7 Alpha (6000.7)
Language : English
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 Pixel shader derivative instructions (ddx/ddy) are supported.
samplelod Explicit texture LOD 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 Cubemap 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 The ability to get the current framebuffer from GPU memory is supported. This process is sometimes called framebuffer fetch. For more information, refer to Writing shaders for different graphics APIs.
setrtarrayindexfromanyshader Setting the render target array index from any shader stage (not just the geometry shader stage) is supported.
inlineraytracing Inline ray tracing is supported, so you can generate ray queries in the rasterization and compute stages of a shader. Refer to SystemInfo.supportsInlineRayTracing for more information.
HLSL pragma target command reference
Built-in shader variables reference