https://docs.unity3d.com/Manual/SL-ShaderCompileTargets.html Default compilation target By default, Unity compiles shaders into almost the lowest supported target (“2.5”); in between DirectX shader models 2.0 and 3.0. Some other compilation directives make the shader automatically be compiled into a higher target: Using a geometry shader ( #pragma geometry ) sets the compilation target to 4.0 . Using tessellation shaders ( #pragma hull or #pragma domain ) sets the compilation target to 4.6 . Any shader not explicitly setting a function entry point through #pragma for geometry, hull or domain shaders will downgrade internal shader capability requirements. This allows non-DX11 targets with broader run-time and feature differences to be more compatible with the existing shader content. For example, Unity supports tessellation shaders on Metal graphics, but Metal doesn’t support geometry shaders. Using #pragma target 5.0 is still valid,...
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