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.
サーフェスシェーダーは、単純なテッセレーションとディスプレイスメントをサポートしています。 詳細については、サーフェスシェーダーテッセレーション を参照してください。
シェーダープログラム を手動で作成する場合は、Geometry Shader、Hull Shader、Domain Shader などを含め、 DX11 シェーダーモデル 5.0 の全機能を使用できます。
Tessellation and geometry shaders are only supported by a subset of graphics APIs, which are controlled by the Shader Compilation Target level.
コンピュートシェーダーはグラフィックスカード上で実行され、レンダリングの速度を向上させます。詳細は コンピュートシェーダー を参照してください。
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