Explore the semantics you can use to input meshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
See in Glossary data into custom shaders in High-Level ShaderA program that runs on the GPU. More info
See in Glossary Language (HLSL) in Unity.
| Semantic | Description | Type |
|---|---|---|
POSITION |
The vertex position. |
float3 or float4
|
NORMAL |
The vertex normal. | float3 |
TEXCOORD0 |
The first UV coordinates. |
float2, float3, or float4
|
TEXCOORD1 |
The second UV coordinates. |
float2, float3, or float4
|
TEXCOORD2 |
The third UV coordinates. |
float2, float3, or float4
|
TEXCOORD3 |
The fourth UV coordinates. |
float2, float3, or float4
|
TANGENT |
The tangent vector used for normal mapping. | float4 |
COLOR |
The per-vertex color. | float4 |
VPOS |
The 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 position in screen space. You can use VPOS only in the fragment shader. |
Use UNITY_VPOS_TYPE for cross-platform compatibility, which is float4 on most platforms. |
VFACE |
Indicates whether the pixel surface is facing the cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info See in Glossary. |
float |
SV_VertexID |
The index of the vertex. You can’t use SV_VertexID in Surface ShadersA streamlined way of writing shaders for the Built-in Render Pipeline. More infoSee in Glossary. |
uint |