Not supported on DX11 feature level 9.x GPUs (e.g.DX9 shader model 3.0: derivative instructions, texture LOD sampling, 10 interpolators, more math/texture instructions allowed.Compiles into SM3.0 on DX9, and DX11 feature level 9.3 on Windows Phone.Has 8 interpolators, and does not have explicit LOD texture sampling. Almost the same as 3.0 target (see below), except still only.Limited amount of arithmetic & 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.Here is the list of shader models supported, with roughly increasing set of capabilities (and in some cases higher platform/GPU requirements): #pragma target 2.0 Using tessellation shaders ( #pragma hull or #pragma domain) sets compilation target to 4.6.Using a geometry shader ( #pragma geometry) set compilation target to 4.0.Some other compilation directives make the shader automatically be The shader not work on older GPUs or platforms.Ĭompilation target is indicated by #pragma target name directive, for example: #pragma target 3.5īy default, Unity compiles shaders into almost the lowest supported target (“2.5”) in between DirectX shader models 2.0 and 3.0. Targets allow using more modern GPU functionality, but might make When writing either Surface Shaders or regularĬompiled into different “shader models”.