You can choose to set DirectX11 (DX11) or DirectX12 (DX12) as your default Graphics API in the Editor or Standalone Player. To do that:
Go to Edit > Project Settings > Player settings > Other Settings.
In the Rendering section, disable the Auto Graphics API for a platform (Windows/Mac/Linux) option.
Click + to select DirectX11 or DirectX12 from the list of the supported Graphic APIs. For more information, see Graphics API support.
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.
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。