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Unity Engine


HLSL pragma target command reference

Reference for the shader models Unity uses, and the combination of pragma values that each corresponds to.
Read time 3 minutesLast updated 22 days ago

Here is the list of shader 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 4.1Desktop 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:
  • In the DirectX definitions, shader model 4.0 includes
    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.
  • If you use a target that requires
    geometry
    but your shader does not define a geometry stage, Unity removes
    geometry
    from the list of requirements at compile time.
  • If you use a target that requires
    tessellation
    but your shader does not define a hull or domain stage, Unity removes
    tessellation
    from the list of requirements at compile time.