![]() ![]() 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 #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 ![]()
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