You can use #pragma
directives to indicate that a shaderA program that runs on the GPU. More info
See in Glossary requires certain GPU features. At runtime, Unity uses this information to determine whether a shader program is compatible with the current hardware.
You can specify individual GPU features with the #pragma require
directive, or specify a shader model with the #pragma target
directive. A shader model is a shorthand for a group of GPU features; internally, it is the same as a #pragma require
directive with the same list of features.
It is important to correctly describe the GPU features that your shader requires. If your shader uses features that are not included in the list of requirements, this can result in either compile time errors, or in devices failing to support shaders at runtime.
By default, Unity compiles shaders with #pragma require derivatives
, which corresponds to #pragma target 2.5
.
If your shader defines certain shader stages, Unity automatically adds items to the list of requirements.
#pragma geometry
), Unity automatically adds geometry
to the list of requirements.#pragma hull
or #pragma domain
), Unity automatically adds tessellation
to the list of requirements.If the list of requirements (or the equivalent target value) does not already include these values, Unity displays a warning message when it compiles the shader, to indicate that it has added these requirements. To avoid seeing this warning message, explicitly add the requirements or use an appropriate target value in your code.
To specify required features, use the #pragma require
directive, followed by a list of space-delimited values. For example:
#pragma require integers mrt8
You can also use the #pragma require
directive followed by a colon and a list of space-delimited shader keywords. This means that the requirement applies only to variants that are used when any of the given keywords are enabled.
For example:
#pragma require integers mrt8 : EXAMPLE_KEYWORD OTHER_EXAMPLE_KEYWORD
You can use multiple #pragma require
lines. In this example, the shader requires integers
in all cases, and mrt8
if EXAMPLE_KEYWORD is enabled.
#pragma require integers
#pragma require integers mrt8 : EXAMPLE_KEYWORD
To specify a shader model, use #pragma target
directive. For example:
#pragma target 4.0
You can also use the #pragma target
directive followed by a list of space-delimited shader keywords. This means that the requirement applies only to variants that are used when any of the given keywords are enabled.
For example:
#pragma target 4.0 EXAMPLE_KEYWORD OTHER_EXAMPLE_KEYWORD
Note: The syntax for specifying keywords for #pragma require
and #pragma target
is slightly different. When you specify keywords for #pragma require
, you use a colon. When you specify keywords for #pragma target
, you do not use a colon.
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+ OpenGL 3.2+ OpenGL ES 3.1+AEP Vulkan Metal (if no geometry stage is defined) |
Everything in 3.5 , plus:geometry
|
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+ 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.Here are all the valid values for the #pragma require
directive.
Value | Description |
---|---|
interpolators10 |
At least 10 vertex-to-fragment interpolators (“varyings”) are available. |
interpolators15 |
At least 15 vertex-to-fragment interpolators (“varyings”) are available. Note: Internally, this also automatically adds integers to the list of requirements. |
interpolators32 |
At least 32 vertex-to-fragment interpolators (“varyings”) are available. |
integers |
Integers are a supported data type, including bit/shift operations. Note: Internally, this also automatically adds interpolators15 to the list of requirements. |
mrt4 |
At least 4 render targets are supported. |
mrt8 |
At least 8 render targets are supported. |
derivatives |
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 shader derivative instructions (ddx/ddy) are supported. |
samplelod |
Explicit texture LODThe Level Of Detail (LOD) technique is an optimization that reduces the number of triangles that Unity has to render for a GameObject when its distance from the Camera increases. More info See in Glossary sampling (tex2Dlod / SampleLevel) is supported. |
fragcoord |
Pixel location (XY on screen, ZW depth in clip space) input in pixel shader is supported. |
2darray |
2D texture arrays are a supported data type. |
cubearray |
CubemapA collection of six square textures that can represent the reflections in an environment or the skybox drawn behind your geometry. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). More info See in Glossary arrays are a supported data type. |
instancing |
SV_InstanceID input system value is supported. |
geometry |
Geometry shader stages are supported. |
compute |
Compute shaders, structured buffers, and atomic operations are supported. |
randomwrite or uav
|
“Random write” (UAV) textures are supported. |
tesshw |
Hardware tessellation is supported, but not necessarily tessellation (hull/domain) shader stages. For example, Metal supports tessellation, but not hull or domain stages. |
tessellation |
Tessellation (hull/domain) shader stages are supported. |
msaatex |
The ability to access multi-sampled textures (Texture2DMS in HLSL) is supported. |
sparsetex |
Sparse textures with residency info (“Tier2” support in DirectX terms; CheckAccessFullyMapped HLSL function). |
framebufferfetch or fbfetch
|
Framebuffer fetch (the ability to read input pixel color in the pixel shader) is supported. |
setrtarrayindexfromanyshader |
Setting the render target array index from any shader stage (not just the geometry shader stage) is supported. |
inlineraytracing |
Inline ray tracingThe process of generating an image by tracing out rays from the Camera through each pixel and recording the color contribution at the hit point. This is an alternative to rasterization. raytracing See in Glossary is supported, so you can generate ray queries in the rasterizationThe process of generating an image by calculating pixels for each polygon or triangle in the geometry. This is an alternative to ray tracing. See in Glossary and compute stages of a shader. Refer to SystemInfo.supportsInlineRayTracing for more information. |
Note: If you use the following shader keywords, Unity compiles shaders using the DXC compiler. DXC support in Unity is experimental, not supported on all platforms, and not ready for production use.
If you use the DirectX12 (DX12), Vulkan or Metal graphics APIs, you can use a shader keyword to target the following GPU features:
Use the following syntax:
#pragma multi_compile _ <keyword>
You don’t need to add a pragma require
directive.
Unity then does the following:
You can use an #if
statement to make parts of your shader code conditional on whether the GPU supports the feature.
multi-compile keyword | GPU feature | Keyword for conditional shader code |
---|---|---|
UNITY_DEVICE_SUPPORTS_NATIVE_16BIT |
Supports 16-bit data types. If you use this keyword, the layout of shader buffers might change, because data types such as half and min16float convert to 16-bit. |
UNITY_DEVICE_SUPPORTS_NATIVE_16BIT |
UNITY_DEVICE_SUPPORTS_WAVE_ANY |
Supports wave operations of any size. Use this keyword only if you use wave operations where the size of the waves doesn’t matter. | UNITY_HW_SUPPORTS_WAVE |
UNITY_DEVICE_SUPPORTS_WAVE_8 |
Supports wave operations with a wave size of 8. | UNITY_HW_SUPPORTS_WAVE |
UNITY_DEVICE_SUPPORTS_WAVE_16 |
Supports wave operations with a wave size of 16. | UNITY_HW_SUPPORTS_WAVE |
UNITY_DEVICE_SUPPORTS_WAVE_32 |
Supports wave operations with a wave size of 32. | UNITY_HW_SUPPORTS_WAVE |
UNITY_DEVICE_SUPPORTS_WAVE_64 |
Supports wave operations with a wave size of 64. | UNITY_HW_SUPPORTS_WAVE |
UNITY_DEVICE_SUPPORTS_WAVE_128 |
Supports wave operations with a wave size of 128. | UNITY_HW_SUPPORTS_WAVE |
If you use a keyword that targets a specific wave size, Unity sets a UNITY_HW_WAVE_SIZE
define to the same wave size so you can use it in shader code.
Refer to Declaring and using shader keywords in HLSL for more information.