Required shader features for some particular shader. Features are bit flags.
None | No shader requirements. |
BaseShaders | Indicates that basic shader capability, Shader Model 2.0 level is required. |
Interpolators10 | Indicates the shader must have 10 interpolators. |
Interpolators32 | Indicates the shader must have 32 interpolators |
MRT4 | Indicates the shader must have multiple render targets (at least 4), as in support a fragment shader that can output up to 4 values. |
MRT8 | Indicates the shader must have multiple render targets (at least 8), as in support a fragment shader that can output up to 4 values. |
Derivatives | Indicates that derivative (ddx/ddy) instructions support is required in the fragment shader. |
SampleLOD | Indicates the shader requires the support of texture sampling in a fragment shader with an explicit mipmap level. |
FragCoord | Indicates that pixel position (SV_Position) input support is required in the fragment shader. |
Interpolators15Integers | Indicates the shader must have 15 integers and interpolators in total. Unity bundles them together because it is extremely unlikely a GPU/API will ever exist that only has part of that. |
Texture2DArray | Indicates the shader requires 2D array textures. |
Instancing | Indicates the shader must support SV_InstanceID shader input. |
Geometry | Indicates that geometry shader support is required. |
CubeArray | Indicates the shader requires cubemap array support. |
Compute | Indicates that compute shader support is required. |
RandomWrite | Indicates the shader requires have random-write textures (UAVs) support. |
TessellationCompute | Indicates the shader requires the support of tessellation using a compute shader for control points processing. Metal graphics API requires this feature for tessellation. |
TessellationShaders | Indicates the shader requires the support of tessellation using the hull and domain shader stages. |
SparseTexelResident | Indicates the shader requires the support of sparse textures with sampling instructions that return residency information. |
FramebufferFetch | Indicates the shader must support framebuffer fetch, which is the ability to have in+out fragment shader color params. |
MSAATextureSamples | Indicates the shader requires access to MSAA texture samples. |
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.