Here is the list of shaderA program that runs on the GPU. More info
See in Glossary models that Unity uses, and the combination of #pragma require values that each corresponds to.
Note: Unity’s shader models are similar to DirectX shader models and OpenGL version requirements, but they do not correspond exactly. Read the descriptions carefully to ensure that you understand the differences.
| Value | Description | Support | Equivalent #pragma require values | 
|---|---|---|---|
2.0 | 
	Equivalent to DirectX shader model 2.0. Limited amount of arithmetic and 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. | N/A | 
2.5 | 
	Almost the same as 3.0, but with only 8 interpolators, and no explicit LOD texture sampling. | DirectX 11 feature level 9+ OpenGL 3.2+ Vulkan Metal  | 
	derivatives | 
3.0 | 
	Equivalent to DirectX shader model 3.0. .  | 
	DirectX 11 feature level 10 + OpenGL 3.2+ OpenGL ES 3.0+ Vulkan Metal  | 
	Everything in 2.5, plus:interpolators10 samplelod fragcoord
 | 
3.5 | 
	Equivalent to OpenGL ES 3.0. | 
	DirectX 11 feature level 10+ OpenGL 3.2+ OpenGL ES 3+ Vulkan Metal  | 
	Everything in 3.0, plus:interpolators15 mrt4 integers 2darray instancing
 | 
4.0 | 
	Equivalent to DirectX shader model 4.0, but without the requirement to support 8 MRTs. | DirectX 11 feature level 10+ Desktop OpenGL 3.x OpenGL ES 3.1 OpenGL ES 3.1 + Android Extension Pack (AEP) OpenGL 3.2+ Vulkan Metal (if no geometry stage is defined)  | 
	Everything in 3.5, plus:geometry
 | 
gl4.1 | 
	Equivalent to OpenGL 4.1 | Desktop OpenGL 4.1 Shader model 4.0 + tessellation to match macOS 10.9 capabilities.  | 
	Everything in 4.0, plus:cubearray tesshw tessellation msaatex
 | 
4.5 | 
	Equivalent to OpenGL ES 3.1. | DirectX 11 feature level 11+ OpenGL 4.3+ OpenGL ES 3.1 Vulkan Metal  | 
	Everything in 3.5, plus:compute randomwrite msaatex
 | 
4.6 | 
	Equivalent to OpenGL 4.1. This is the highest OpenGL level supported on a Mac.  | 
	DirectX 11 feature level 11+ OpenGL 4.1+ OpenGL ES 3.1 + AEP Vulkan Metal (if no geometry stage is defined, and no hull or domain stage is defined)  | 
	Everything in 4.0, plus:cubearray tesshw tessellation msaatex
 | 
5.0 | 
	Equivalent to DirectX shader model 5.0, but without the requirement to support 32 interpolators or cubemap arrays. | DirectX 11 feature level 11+ Desktop OpenGL >= 4.2 OpenGL 4.3+ OpenGL ES 3.1 + AEP Vulkan Metal (if no geometry stage is defined, and no hull or domain stage is defined)  | 
	Everything in 4.0, plus:compute randomwrite msaatex tesshw tessellation
 | 
For information on shader model support for console platforms, see the platform-specific documentation.
Notes:
mrt8, and shader model 5.0 includes interpolators32 and cubearray. Unity does not include these, for broader compatibility. To require these features, use an explicit #pragma require directive.geometry but your shader does not define a geometry stage, Unity removes geometry from the list of requirements at compile time.tessellation but your shader does not define a hull or domain stage, Unity removes tessellation from the list of requirements at compile time.