HLSL semantics reference
Reference for supported High-Level Shader Language (HLSL) semantics in Unity.
Read time 1 minuteLast updated 20 days ago
Explore the semantics you can use to input mesh data into custom shaders in High-Level Shader Language (HLSL) in Unity.
Semantic | Description | Type |
|---|---|---|
| The vertex position. | |
| The vertex normal. | |
| The first UV coordinates. | |
| The second UV coordinates. | |
| The third UV coordinates. | |
| The fourth UV coordinates. | |
| The tangent vector used for normal mapping. | |
| The per-vertex color. | |
| The pixel position in screen space. You can use | Use |
| Indicates whether the pixel surface is facing the camera. | |
| The index of the vertex. You can't use | |
Additional resources
- HLSL pragma directives reference
- Semantics in the Microsoft HLSL documentation