Version: 2022.2
图形 API 支持
Metal

DirectX

You can choose to set DirectX11 (DX11) or DirectX12 (DX12) as your default Graphics API in the Editor or Standalone Player. To do that:

  1. Go to Edit > Project Settings > Player settings > Other Settings.

  2. In the Rendering section, disable the Auto Graphics API for a platform (Windows/Mac/Linux) option.

  3. Click + to select DirectX11 or DirectX12 from the list of the supported Graphic APIs. For more information, see Graphics API support.

表面着色器

Some parts of the Surface Shader compilation pipeline don’t understand DX11-specific HLSL syntax, so if you’re using HLSL features like StructuredBuffers, RWTextures and other non-DX9 syntax, you need to wrap it into a DX11-only preprocessor macro. See documentation on Platform-specific differences for more information.

曲面细分和几何着色器

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。

Tessellation and geometry shaders are only supported by a subset of graphics APIs, which are controlled by the Shader Compilation Target level.

计算着色器

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。


图形 API 支持
Metal