I've just designed an image-based layering system shader. Multiple textures with Alphas overlay to create a fully dressed character, using 1 material.

pragma target 3.0 is where I had started (suggested default in UnityProjects).

After creating so many transparent-overlay layers in my code, I got this:

Shader error in 'Custom/Test': Too many texture interpolators would be used for ForwardBase pass (12 out of max 10)

The fix seems to be to upgrade to #pragma target 3.5

My game is going to be a Steam-distributed game, PC only.

What do I lose by using #pragma target 3.5? Will only super-dvanced PCs be compatible? Or should a fairly good/average PC be able to run this?

I don't know the intricacies of this subject.


This seems to be explained in the Unity documentation:

  • #pragma target 3.5 (or es3.0) OpenGL ES 3.0 capabilities (DX10 SM4.0 on D3D platforms, just without geometry shaders).

  • Not supported on DX11 9.x (WinPhone), OpenGL ES 2.0.

  • Supported on DX11+, OpenGL 3.2+, OpenGL ES 3+, Metal, Vulkan, PS4/XB1 consoles.

  • Native integer operations in shaders, texture arrays and so on.

Comparing this to the numbers from the Steam hardware survey for May 2020:


  • DirectX 12 92.02%

  • DirectX 11 3.99%

  • DirectX 10 2.23%

  • DirectX 9 Shader Model 2b and 3.0 0.04%

  • DirectX 9 Shader Model 2.0 0.00%

  • DirectX 8 GPUs and below 1.72%

So it looks like you'd exclude less than 2% of the Steam audience by using #pragma target 3.5.

  • \$\begingroup\$ Thats a great answer. I didn't know about the steam data you've dug up, so thank you very much. \$\endgroup\$ – Leo Blanchette Jun 15 '20 at 1:09
  • \$\begingroup\$ Hahaha, if this is a free-to-play game, maybe I'd exclude more since my audience might be people who can't afford better hardware. :D So that 2% might be the audience. \$\endgroup\$ – Leo Blanchette Jun 15 '20 at 1:11
  • 1
    \$\begingroup\$ That's a question you'll answer only through market research, not via StackExchange 😉 \$\endgroup\$ – DMGregory Jun 15 '20 at 1:14

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