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Change setting in shift shader 3.0
Change setting in shift shader 3.0








change setting in shift shader 3.0
  1. #Change setting in shift shader 3.0 driver
  2. #Change setting in shift shader 3.0 windows

  • cubearray: Cubemap arrays (CubemapArray).
  • 2darray: 2D texture arrays (Texture2DArray).
  • integers: Integers are an actual data type, including bit/shift operations.
  • fragcoord: Pixel location (XY on screen, ZW depth in clip space) input in pixel shader.
  • samplelod: Explicit texture LOD sampling (tex2Dlod / SampleLevel).
  • change setting in shift shader 3.0

    derivatives: Pixel shader derivative instructions (ddx/ddy).mrt8: Multiple Render Targets, at least 8.mrt4: Multiple Render Targets, at least 4.interpolators32: At least 32 vertex-to-fragment interpolators (“varyings”) are available.interpolators15: At least 15 vertex-to-fragment interpolators (“varyings”) are available.interpolators10: At least 10 vertex-to-fragment interpolators (“varyings”) are available.List of supported feature names for the #pragma require directive: WP8/WinRT platforms (DX11 feature level 9.x) are treated as only capable of shader model 2.5. Note that all OpenGL-like platforms (including mobile) are treated as “capable of shader model 3.0”. Supported on DX11+ SM5.0, OpenGL 4.3+, OpenGL ES 3.1+AEP, Vulkan, Metal (without geometry), PS4/XB1 consoles.Not supported on DX11 before SM5.0, OpenGL before 4.3 (i.e.Supported on DX11+ SM5.0, OpenGL 4.1+, OpenGL ES 3.1+AEP, Vulkan, Metal (without geometry), PS4/XB1 consoles.Not supported on DX11 before SM5.0, OpenGL before 4.1, OpenGL ES 2.0/3.0/3.1, Metal.OpenGL 4.1 capabilities (DX11 SM5.0 on D3D platforms, just without compute shaders).Has compute shaders, random access texture writes, atomics etc.Supported on DX11+ SM5.0, OpenGL 4.3+, OpenGL ES 3.1, Metal, Vulkan, PS4/XB1 consoles.OpenGL ES 3.1 capabilities (DX11 SM5.0 on D3D platforms, just without tessellation shaders).Has geometry shaders and everything that es3.0 target has.

    change setting in shift shader 3.0

    Supported on DX11+, OpenGL 3.2+, OpenGL ES 3.1+AEP, Vulkan, PS4/XB1 consoles.Not supported on DX11 9.x (WinPhone), OpenGL ES 2.0/3.0/3.1, Metal.Native integer operations in shaders, texture arrays, and so on.Supported on DX11+, OpenGL 3.2+, OpenGL ES 3+, Metal, Vulkan, PS4/XB1 consoles.Not supported on DX11 9.x (WinPhone), OpenGL ES 2.0.OpenGL ES 3.0 capabilities (DX10 SM4.0 on D3D platforms, just without geometry shaders).

    #Change setting in shift shader 3.0 driver

    Might not be fully supported by some OpenGL ES 2.0 devices, depending on driver extensions present and features used.Not supported on DX11 feature level 9.x GPUs (e.g.DX9 shader model 3.0: derivative instructions, texture LOD sampling, 10 interpolators, more math/texture instructions allowed.

    #Change setting in shift shader 3.0 windows

  • Compiles into DX11 feature level 9.3 on Windows Phone.
  • Has 8 interpolators, and does not have explicit LOD texture sampling.
  • Almost the same as 3.0 target (see below), except still only.
  • Limited amount of arithmetic & 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.
  • Here is the list of shader models supported, with roughly increasing set of capabilities (and in some cases higher platform/GPU requirements): #pragma target 2.0 Using #pragma target 5.0 is still valid, as long as you don’t use geometry shaders. This allows non-DX11 targets with broader run-time and feature differences to be more compatible with the existing shader content.įor example, Unity supports tessellation shaders on Metal graphics, but Metal doesn’t support geometry shaders.
  • Using tessellation shaders ( #pragma hull or #pragma domain) sets the compilation target to 4.6.Īny shader not explicitly setting a function entry point through #pragma for geometry, hull or domain shaders will downgrade internal shader capability requirements.
  • Using a geometry shader ( #pragma geometry) sets the compilation target to 4.0.
  • Some other compilation directives make the shader automatically be

    change setting in shift shader 3.0

    #pragma require integers 2darray instancingīy default, Unity compiles shaders into almost the lowest supported target (“2.5”) in between DirectX shader models 2.0 and 3.0. Indicate the compilation target by using the #pragma target name directive or the more specific #pragma require feature … directive. Note: Using higher shader compilation targets may prevent the shader from working on older GPUs or platforms. To allow the use of more modern GPI functionality, you must use higher shader compilation targets. When writing either Surface Shaders or regular










    Change setting in shift shader 3.0