OpenGL Core is a back-end capable of supporting the latest OpenGL features on Windows, MacOS X and Linux. This scales from OpenGL 3.2 to OpenGL 4.5, depending on the OpenGL driver support.
To set OpenGL Core as your default Graphics API in the Editor or Standalone Player, go to the Player settings (menu: Edit > Project Settings, then select the Player category), and navigate to Other Settings. Disable the Auto Graphics API for Windows property, and choose OpenGLCore from the list. For more details, see [Graphics API support](Graphics APIs).
OpenGL Core has the following minimum requirements:
Mac OS X 10.8 (OpenGL 3.2), MacOSX 10.9 (OpenGL 3.2 to 4.1)
Windows with NVIDIA since 2006 (GeForce 8), AMD since 2006 (Radeon HD 2000), Intel since 2012 (HD 4000 / IvyBridge) (OpenGL 3.2 to OpenGL 4.5)
Linux (OpenGL 3.2 to OpenGL 4.5)
The macOS OpenGL backend for the Editor and Standalone supports OpenGL 3.x and 4.x features such as tessellation and geometry shaders.
However, as Apple restricts the OpenGL version on OS X desktop to 4.1 at most, it does not support all DirectX 11 features (such as Unordered Access Views or Compute Shaders). This means that all shaders that are configured to target Shader Level 5.0 (with #pragma target 50) will fail to load on OS X.
Therefore a new shader target level is introduced: #pragma target gl4.1. This target level requires at least OpenGL 4.1 or DirectX 11.0 Shader Level 5 on desktop, or OpenGL ES 3.1 + Android Extension Pack on mobiles.
The new OpenGL back-end introduces many new features (previously mostly DX11/GLES3 only):
When using the existing #pragma targets, they map to following GL levels:
For including and excluding shader platforms from using a specific shaders, the following #pragma only_renderers / exclude_renderers targets can be used:
It’s possible to start the editor or the player with OpenGL using the command line arguments:
OpenGL ES graphics API is available on Windows machines with Intel or NVIDIA GPUs with drivers supporting OpenGL ES.