Win/Mac/Linux | iOS/Android | 游戏主机 | ||
延迟光照 | SM3.0、GPU 支持 | - | 是 | |
前向渲染 | 是 | 是 | 是 | |
顶点光照渲染 | 是 | 是 | - | |
实时阴影 | GPU 支持 | GPU 支持 | 是 | |
图像效果 | 是 | 是 | 是 | |
可编程着色器 | 是 | 是 | 是 | |
固定函数着色器 | 是 | 是 | - |
实时阴影 (Realtime Shadows) 适用于大多数 PC、游戏主机和移动平台。在 Windows (Direct3D) 上,GPU 还需要支持阴影贴图功能;自 2003 年以后,大多数独立 GPU 都支持这些功能,而自 2007 年以后,大多数集成 GPU 也支持这些功能。从技术上讲,在 Direct3D 9 上,GPU 必须支持 D16/D24X8 或 DF16/DF24 纹理格式;在 OpenGL 上,必须支持 GL_ARB_depth_texture 扩展。
移动端阴影 (iOS/Android) 要求具备 OpenGL ES 2.0 和 GL_OES_depth_texture 扩展或者 OpenGL ES 3.0。最需要注意的是,该扩展在基于 Tegra 的 Android 设备上不存在,因此阴影在这些设备上不起作用。
后期处理效果要求有渲染到纹理功能;此功能通常在本世纪以来制造的硬件产品上都是受支持的。
在 Unity 中,您可以编写可编程着色器或固定函数着色器。可编程着色器在所有平台上都受支持,默认为着色器模型 2.0(桌面端)和 OpenGL ES 2.0(移动端)。如果想要更多功能,可定位更高版本的着色器模型。固定函数着色器在除游戏主机外的所有平台上都受支持。
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