要将 DirectX11 设置为 Editor 或独立平台播放器中的默认图形 API,请选择 Player 设置(菜单:__Edit > Project Settings__,然后选择 Player 类别),并导航到 Other Settings 面板。禁用 Auto Graphics API for Windows 属性,并从列表中选择 DirectX11。有关更多详细信息,请参阅[图形 API 支持](Graphics APIs)。
表面着色器编译管线的某些部分不能理解 DX11 特有的 HLSL 语法,因此如果您正在使用 HLSL 功能,如 StructuredBuffers、RWTextures 和其他非 DX9 语法,需要将其包装到仅限 DX11 的预处理器宏中。请参阅有关平台特定差异的文档以了解更多信息。
表面着色器支持简单的曲面细分和移位。请参阅有关表面着色器曲面细分的文档以了解更多信息。
手动编写着色器程序时,可使用全套 DX11 Shader Model 5.0 功能,包括几何 (Geometry) 着色器、外壳 (Hull) 着色器和域 (Domain) 着色器。
曲面细分和几何着色器仅受一部分图形 API 的支持。这由着色器编译目标级别控制。
计算着色器运行在显卡上并可加速渲染。请参阅有关计算着色器的文档以了解更多信息。
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