| Win/Mac/Linux | iOS/Android | Consoles | ||
| Forward rendering | Yes | Yes | Yes | |
| Vertex Lit rendering | Yes | Yes | - | |
| Realtime Shadows | GPU support | GPU support | Yes | |
| Image Effects | Yes | Yes | Yes | |
| Programmable Shaders | Yes | Yes | Yes | |
| Fixed Function Shaders | Yes | Yes | - |
Realtime Shadows work on most PC, console & mobile platforms. On Windows (Direct3D), the GPU also needs to support shadow mapping features; most discrete GPUs support that since 2003 and most integrated GPUs support that since 2007. Technically, on Direct3D 10, the GPU should support D16/D24X8 or DF16/DF24 texture formats; and on OpenGL it should support the GL_ARB_depth_texture extension.
Post-processing effects require render-to-texture functionality, which is generally supported on anything made in this millenium.
You can write programmable or fixed function shaders. Programmable shaders are supported everywhere, and default to Shader Model 2.0 (desktop) and OpenGL ES 3.0. (mobile). You can target higher shader models if you want to add more functionality. Fixed function is supported everywhere except consoles.
Note: Shader Graph doesn’t support XRAn umbrella term encompassing Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) applications. Devices supporting these forms of interactive applications can be referred to as XR devices. More info
See in Glossary in the Built-in Render Pipeline.