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:
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