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Showing content from https://docs.unity3d.com/Manual/shader-branching-api.html below:

Manual: Platform and graphics API macros

Branch in a shader via built-in macros

Branch based on shader model

Platform and graphics API macros Macro: Target platform: SHADER_API_D3D11 Direct3D 11 SHADER_API_GLCORE Desktop OpenGL “core” (GL 3/4) SHADER_API_GLES3 OpenGL ES 3.0/3.1 SHADER_API_METAL iOS/Mac Metal SHADER_API_VULKAN Vulkan SHADER_API_D3D11_9X Direct3D 11 “feature level 9.x” target for Universal Windows Platform SHADER_API_DESKTOP Windows, Mac and Linux desktop platforms, Web SHADER_API_MOBILE iOS and Android mobile platforms, tvOS SHADER_API_WEBGPU Web

Additionally, SHADER_TARGET_GLSL is defined when the target shading language is GLSL (always true for OpenGL/GLES platforms).

Additional resources

Branch in a shader via built-in macros

Branch based on shader model


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