The High Level Shading Language for DirectX implements a series of shader models. Using HLSL, you can create C-like programmable shaders for the Direct3D pipeline. Each shader model builds on the capabilities of the model before it, implementing more functionality with fewer restrictions.

Shader model 1 started with DirectX 8 and included assembly level and C-like instructions. This model has many limitations caused by early programmable shader hardware. Shader model 2 and 3 greatly expanded on the number of instructions, and constants shaders could use. They are much more powerful than shader model 1, but still carry some of the existing limitations of the first shader model.


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Starting with Windows Vista, shader model 4 is a complete redesign. It allows unlimited instructions and constants (within hardware constraints of your machine), has templated objects to make texture sampling cleaner and more efficient, and has the fewest restrictions of any shader model. It does however require the Windows Driver Model which is only available on the Windows Vista (or later) operating system.

The shader model can be identified using a Microsoft utility called DirectX Capabilities Viewer. If the shader model is older than version 6, but the graphics card or chip is fairly new, the display driver may need to be updated.


Shader Model 4 is a superset of the capabilities in Shader Model 3, except that Shader Model 4 doesn't support the features in Shader Model 1. It has been designed using a common-shader core that gives a common set of features to all programmable shaders, which are only programmable using HLSL.

For example, a R32_UINT format resource view could be created for a R8G8B8A8 texture and then within the shader the R32_UINT resource view could then be raw gathered into four 32-bit unsigned integers that represent the raw representation of the R8G8B8A8 data. The author is then able to use that data however they wish.

The elements variable will then contain the four elements sample as determined by the sampler state and uv location packed into the 32 bit integers as four 8-bit values representing the RGBA channels. 2D texture arrays can also be used. Where 16-bit and 64-bit integers are supported, formats of those sizes can be cast to the corresponding integer views and raw gathered as well using similar shader code. The number of channels and their layout depends on the underlying resource format.

Existing sample and load operations require their offsets to be immediate integers. Programmers had to decide on the offset values they wanted prior even to shader compile time. To say the least, this made them of limited use.

To enable these gathers, resources with various formats can be aliased to unsigned integer resource views with unsigned integer formats of equal size to the full element. These resource views are then used in the shader to retrieve the raw texture data.

For example, a R32_UINT format resource view could be created for a R8G8B8A8 texture and then within the shader the R32_UINT resource view could then be raw gathered into four 32-bit unsigned integers that represent the raw representation of the R8G8B8A8 data.The author is then able to use that data however they wish.

Current Sample and Load operations require their offsets to be immediate integers. Programmers had to decide on the offset values they wanted prior even to shader compile time. To say the least, this made them of limited use.

The HLSL shader model is a versioning approach indicating which new features are added to the language. Each level allows an application or game to target a well-known set of functionality for development, and allows hardware and driver developers to target that same description for support.

In order to build shaders for Windows Store apps (and Windows Phone 8) Shader model 4_0_level_9_3 you need to use the vs_4_0_level_9_3 and ps_4_0_level_9_3 . While all this sounds fine using the HLSL syntax designed for DirectX 10 and up, I'm unable to use the VPOS semantic from DirectX 9 or use SV_POSITION from DirectX 10 and up in a pixel shader, so what do I do besides making yet another semantic for outputting the vertex position in clip space ?

PS: Some shaders on 4_0_level_9_3 spit out an "internal error: blob content mismatch between level9 and d3d10 shader" which I have no idea what is about. Probably some inconsistency with the driver I suppose ( I use an Nvidia GTX 560 TI) that I see it goes away if you just compile your shaders with release flags (like optimization level 3 and avoid flow control).

Your best bet is, as you say, to pass these values as secondary semantics (i.e. pass both a "POSITION" and a "SV_POSITION" value). Note that if you place SV_POSITION at the end of the output declaration for the vertex shader, you may omit it from the input declaration for the pixel shader.

Regarding the internal error, this is typically due to the declaration of a texture or other shader input that is optimized out in one pass but not in another. Disabling optimization typically works around the issue, but you should also be able to fix it by eliminating unused (including via dead-code elimination) input declarations, and ensuring you avoid complicated code that reduces to no-op.

DXTweaker aka DirectX Tweaker spoofs values but apps/games do some additional checks and do not detect shaders 3.0. By the way, it only exists as time bombed beta and you need to set date in VM to somewhere in 2005 to get it working if you want to try its tweaks.

Given that DX9-level hardware is getting rare for anyone running Vista up these days, I tend to just stick with shader model 4.0 as a minimum. That said, you may feel differently. At least one source indicates that 20% of gamers can't run DX10 either due to hardware or OS, though it doesn't qualify that with market demographics.

The High-Level Shader Language[1] or High-Level Shading Language[2] (HLSL) is a proprietary shading language developed by Microsoft for the Direct3D 9 API to augment the shader assembly language, and went on to become the required shading language for the unified shader model of Direct3D 10 and higher.

HLSL is analogous to the GLSL shading language used with the OpenGL standard. It is very similar to the Nvidia Cg shading language, as it was developed alongside it. Early versions of the two languages were considered identical, only marketed differently.[3] HLSL shaders can enable profound speed and detail increases as well as many special effects in both 2D and 3D computer graphics.[citation needed]

HLSL programs come in six forms: pixel shaders (fragment in GLSL), vertex shaders, geometry shaders, compute shaders, tessellation shaders (Hull and Domain shaders), and ray tracing shaders (Ray Generation Shaders, Intersection Shaders, Any Hit/Closest Hit/Miss Shaders). A vertex shader is executed for each vertex that is submitted by the application, and is primarily responsible for transforming the vertex from object space to view space, generating texture coordinates, and calculating lighting coefficients such as the vertex's normal, tangent, and bitangent vectors. When a group of vertices (normally 3, to form a triangle) come through the vertex shader, their output position is interpolated to form pixels within its area; this process is known as rasterization.

Optionally, an application using a Direct3D 10/11/12 interface and Direct3D 10/11/12 hardware may also specify a geometry shader. This shader takes as its input some vertices of a primitive (triangle/line/point) and uses this data to generate/degenerate (or tessellate) additional primitives or to change the type of primitives, which are each then sent to the rasterizer.

GPUs listed are the hardware that first supported the given specifications. Manufacturers generally support all lower shader models through drivers. Note that games may claim to require a certain DirectX version, but don't necessarily require a GPU conforming to the full specification of that version, as developers can use a higher DirectX API version to target lower-Direct3D-spec hardware; for instance DirectX 9 exposes features of DirectX7-level hardware that DirectX7 did not, targeting their fixed-function T&L pipeline.

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.

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.

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.

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.

Advanced Texture Operations adds SampleCmpLevel, a new sample compare operation that neither uses the MIP level determined by the derivatives as with SampleCmp does, nor is it limited to MIP level zero as with SampleCmpLevelZero. The shader author can specify the level through a parameter. be457b7860

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