This is an approach to test if an issue is platform specific (a driver bug for example).
-force-clamped: Request that Unity doesn’t use OpenGL extensions which guarantees that multiple platforms will execute the same code path.If the platform doesn’t support a specific version of OpenGL, Unity will fallback to a supported version -force-glcoreXY: XY can be 32, 33, 40, 41, 42, 43, 44 or 45 each number representing a specific version of OpenGL.
With this argument, Unity will detect all the features the platform support to run with the best OpenGL version possible and all available OpenGL extensions
Therefore a new shader target level is introduced: #pragma target gl4.1. This means that all shaders that are configured to target Shader Level 5.0 (with #pragma target 50) will fail to load on OS X. However, as Apple restricts the OpenGL version on OS X desktop to 4.1 at most, it does not support all DirectX 11 features (such as Unordered Access Views or Compute Shaders). The macOS OpenGL backend for the Editor and Standalone supports OpenGL 3.x and 4.x features such as tessellation and geometry shaders. Windows with NVIDIA since 2006 (GeForce 8), AMD since 2006 (Radeon HD 2000), Intel since 2012 (HD 4000 / IvyBridge) (OpenGL 3.2 to OpenGL 4.5) OpenGL Core has the following minimum requirements: Uncheck Auto Graphics API for Windows, and choose OpenGLCore from the list. To set OpenGL Core as your default Graphics API in the Editor or Standalone Player, go to the Player Settings (menu: Edit > Project Settings > Player), and navigate to Other Settings.
This scales from OpenGL 3.2 to OpenGL 4.5, depending on the OpenGL driver support. OpenGL Core is a back-end capable of supporting the latest OpenGL features on Windows, MacOS X and Linux.