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Shader model 2.0
Shader model 2.0






shader model 2.0

Note that all OpenGL-like platforms (including mobile) are treated as “capable of shader model 3.0”.

shader model 2.0

  • Supported on DX11+ SM5.0, OpenGL 4.3+, OpenGL ES 3.1+AEP, PS4/XB1 consoles.
  • Not supported on DX9, DX11 before SM5.0, OpenGL before 4.3 (i.e.
  • Supported on DX11+ SM5.0, OpenGL 4.1+, OpenGL ES 3.1+AEP, PS4/XB1 consoles.
  • Not supported on DX9, 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, 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.
  • Supported on DX11+, OpenGL 3.2+, OpenGL ES 3.1+AEP, PS4/XB1 consoles.
  • Not supported on DX9, DX11 9.x (WinPhone), OpenGL ES 2.0/3.0/3.1, Metal.
  • Native integer operations in shaders, texture arrays, etc.
  • Supported on DX11+, OpenGL 3.2+, OpenGL ES 3+, Metal, PS4/XB1 consoles.
  • Not supported on DX9, DX11 9.x (WinPhone), OpenGL ES 2.0.
  • OpenGL ES 3.0 capabilities (DX10 SM4.0 on D3D platforms, just without geometry shaders).
  • Might not be fully supported by some OpenGL ES 2.0 devices, depending on driver extensions present and features used.
  • shader model 2.0

  • 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.
  • Compiles into SM3.0 on DX9, and 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 tessellation shaders ( #pragma hull or #pragma domain) sets compilation target to 4.6.
  • Using a geometry shader ( #pragma geometry) set compilation target to 4.0.
  • Some other compilation directives make the shader automatically be

    shader model 2.0

    The shader not work on older GPUs or platforms.Ĭompilation target is indicated by #pragma target name directive, for example: #pragma target 3.5īy default, Unity compiles shaders into almost the lowest supported target (“2.5”) in between DirectX shader models 2.0 and 3.0. Targets allow using more modern GPU functionality, but might make Shader Programs, the Cg/HLSL source can beĬompiled into different “shader models”. When writing either Surface Shaders or regular








    Shader model 2.0