How can i bind vertex data to GLSL in unity3D?

I make unity program with GLSL shader.
I know how to use shader in openGL window programming, not unity.

in unity document, it say that ‘use built-in attribute’. but it’s so low version of GLSL.
high version, use like this.

	layout(location = 0) in vec3 a_position;
	layout(location = 1) in vec3 a_normal;
	out vec3 v_position_EC;
	out vec3 v_normal_EC;

upper version don’t support vayring variable and pre-defined variables.

if i set “#version 400”, it can be complie.
but any data goes.

i want convert this code to unity c# code.

 glGenBuffers(1, &rectangle_VBO);

 glBindBuffer(GL_ARRAY_BUFFER, rectangle_VBO);
 glBufferData(GL_ARRAY_BUFFER, sizeof(rectangle_vertices), &rectangle_vertices[0][0], GL_STATIC_DRAW);

 // Initialize vertex array object.
 glGenVertexArrays(1, &rectangle_VAO);

 glBindBuffer(GL_ARRAY_BUFFER, rectangle_VBO);
 glVertexAttribPointer(LOC_POSITION, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), BUFFER_OFFSET(0));
 glVertexAttribPointer(LOC_NORMAL, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), BUFFER_OFFSET(3 * sizeof(float)));

 glBindBuffer(GL_ARRAY_BUFFER, 0);

I cant find any document for ‘bind’ data in unity. it’s impossible?
i want solution or say it cant.

I already complete convert to low version.
but my boss want high version… please help me!

You can’t use low level data binding from Unity itself. You would need to do this from a native low level rendering plugin. Note that Unity is a highlevel engine which works with a multitude of rendering engines depending on the target device. For Windows standalone builds Unity will use DirektX if available. In the example native plugin example code is an enum with the available renderers. Note that Unity will choose the renderer automatically by default. You can use command line arguments to force a certain renderer.

From inside Unity you can only use the Mesh class to define mesh data. Unity only provides multiple uv channels and not multiple position channels. Though you can use such a UV channel for arbitrary data. The advantage is that Unity handles the mesh data for all possible platforms the same way in an abstracted format.