

Typically they are useful when sharing Shader code between pixel The smallest unit in a computer image. Preprocessor macros SHADER_STAGE_VERTEX, SHADER_STAGE_FRAGMENT, SHADER_STAGE_DOMAIN, SHADER_STAGE_HULL, SHADER_STAGE_GEOMETRY, SHADER_STAGE_COMPUTE are defined when compiling each Shader stage. For example: #if SHADER_TARGET = 500 preprocessor check only passes on versions 5.0.0 or later. You can use it in Shader code to do conditional checks. For example, SHADER_TARGET is 30 when compiling into Shader model 3.0. More info See in Glossary target compilation model (that is, matching #pragma target directive). SHADER_TARGET is defined to a numeric value that matches the Shader A program that runs on the GPU. More info See in Glossary, StadiaĪdditionally, SHADER_TARGET_GLSL is defined when the target shading language is GLSL (always true for OpenGL/GLES platforms).

The Unity WebGL build option allows Unity to publish content as JavaScript programs which use HTML5 technologies and the WebGL rendering API to run Unity content in a web browser. Windows, Mac and Linux desktop platforms, WebGL A JavaScript API that renders 2D and 3D graphics in a web browser.

More info See in Glossary/Mac Metalĭirect3D 11 “feature level 9.x” target for Universal Windows Platform An IAP feature that supports Microsoft’s In App Purchase simulator, which allows you to test IAP purchase flows on devices before publishing your application. Unity defines several preprocessor macros when compiling Shader programs.
