Version: 2020.3
Extending the Built-in Render Pipeline with CommandBuffers
Example shaders for the Built-in Render Pipeline

Hardware requirements for the Built-in Render Pipeline

Summary

Win/Mac/Linux iOSApple’s mobile operating system. More info
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/Android
Consoles
Deferred lighting SM3.0, GPU support - Yes
Forward renderingThe process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its view to the screen. More info
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Yes Yes Yes
Vertex Lit rendering Yes Yes -
Realtime Shadows GPU support GPU support Yes
Image Effects Yes Yes Yes
Programmable ShadersA program that runs on the GPU. More info
See in Glossary
Yes Yes Yes
Fixed Function Shaders Yes Yes -

Realtime Shadows

Realtime Shadows work on most PC, console & mobile platforms. On Windows (Direct3D), the GPU also needs to support shadow mapping features; most discrete GPUs support that since 2003 and most integrated GPUs support that since 2007. Technically, on Direct3D 9 the GPU has to support D16/D24X8 or DF16/DF24 texture formatsA file format for handling textures during real-time rendering by 3D graphics hardware, such as a graphics card or mobile device. More info
See in Glossary
; and on OpenGL it has to support GL_ARB_depth_texture extension.

Mobile shadows (iOS/Android) require OpenGL ES 2.0 and GL_OES_depth_texture extension, or OpenGL ES 3.0. Most notably, the extension is not present on Tegra 3 and Tegra 4 based Android devices, so shadows do not work there.

Post-processing Effects

Post-processing effects require render-to-texture functionality, which is generally supported on anything made in this millenium.

Shaders

You can write programmable or fixed function shaders. Programmable shaders are supported everywhere, and default to Shader Model 2.0 (desktop) and OpenGL ES 2.0 (mobile). It is possible to target higher shader models if you want more functionality. Fixed function is supported everywhere except consoles.

Extending the Built-in Render Pipeline with CommandBuffers
Example shaders for the Built-in Render Pipeline
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