![]() ![]() See documentation on Compute Shaders for more information. Compute ShadersĬompute Shaders run on the graphics card and can speed up rendering. This is controlled by the Shader Compilation Target level. Tessellation and geometry shaders are only supported by a subset of graphics APIs. When manually writing Shader programs, you can use the full set of DX11 Shader model 5.0 features, including Geometry, Hull and Domain Shaders. See documentation on Surface Shader Tessellation for more information. More info See in Glossary have support for simple tessellation and displacement. Surface Shaders A program that runs on the GPU. ![]() See documentation on Platform-specific differences for more information. More info See in Glossary compilation pipeline do not understand DX11-specific HLSL syntax, so if you’re using HLSL features like StructuredBuffers, RWTextures and other non-DX9 syntax, you need to wrap it into a DX11-only preprocessor macro. Some parts of the Surface Shader A streamlined way of writing shaders for the Built-in Render Pipeline. For more details, see Graphics API support. ![]() Disable the Auto Graphics API for Windows property, and choose DirectX11 from the list. More info See in Glossary, then select the Player category) and navigate to the Other Settings panel. Direct3D 11. To set DirectX11 as your default Graphics API in the Editor or Standalone Player, go to the Player settings (menu: Edit > Project Settings A broad collection of settings which allow you to configure how Physics, Audio, Networking, Graphics, Input and many other areas of your project behave. Check support of new Direct3D 11.1 features and formats. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |