用于生成播放器数据着色器变体的着色器编译器。
在 Unity 中,着色器程序是用 HLSL 语言的一个变种编写的。
每个平台都支持一个或多个图形 API。例如,Windows 支持 Vulkan 和 Direct3D 12。
在构建独立平台播放器时,对于每个支持的图形 API,Unity 都要运行相应的着色器编译器,然后,编译器生成着色器变体并将着色器代码片段交叉编译为图形 API 原生支持的着色语言。
另请参阅:IPreprocessShaders.OnProcessShader、着色器语言。
None | 为非初始化变量提供合理的值。 |
D3D | 在 Windows 平台上与 Direct3D 11 和 Direct3D 12 图形 API 一起使用的编译器。 |
GLES20 | 在 Android、iOS、Windows 和 WebGL 平台上与 OpenGL ES 2.0 和 WebGL 1.0 图形 API 一起使用的编译器。 |
GLES3x | 在 Android、iOS、Windows 和 WebGL 平台上与 OpenGL ES 3.x 和 WebGL 2.0 图形 API 一起使用的编译器。 |
PS4 | 在 PlayStation 4 上使用的编译器。 |
XboxOneD3D11 | 在 XBox One 上与 Direct3D 11 图形 API 一起使用的编译器。 |
Metal | 在 macOS、iOS 和 tvOS 平台上与 Metal 图形 API 一起使用的编译器。 |
OpenGLCore | 在 macOS、Linux 和 Windows 平台上与 OpenGL Core 图形 API 一起使用的编译器。 |
Vulkan | 在 Android、Linux 和 Windows 平台上与 Vulkan 图形 API 一起使用的编译器。 |
Switch | 在 Nintendo Switch 上使用的编译器。 |
XboxOneD3D12 | 在 XBox One 上与 Direct3D 12 图形 API 一起使用的编译器。 |
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