When you specify keywords for #pragma require, you use a colon. When you specify keywords for #pragma target, you do not use a colon. Here is the list of shader 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. 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.Īlmost the same as 3.0, but with only 8 interpolators, and no explicit LOD texture sampling. Might work on some OpenGL ES 2.0 devices, depending on driver extensions and features. Interpolators15 mrt4 integers 2darray instancingĮquivalent to DirectX shader model 4.0, but without the requirement to support 8 MRTs. This is the highest OpenGL level supported on a Mac. Metal (if no geometry stage is defined, and no hull or domain stage is defined)Įquivalent to DirectX shader model 5.0, but without the requirement to support 32 interpolators or cubemap arrays.Ĭompute randomwrite msaatex tesshw tessellationįor information on shader model support for console platforms, see the platform-specific documentation.
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