Win/Mac/Linux | iOS/Android | 游戏主机 | ||
延迟光照 | SM3.0、GPU 支持 | - | 是 | |
前向渲染 | 是 | 是 | 是 | |
顶点光照渲染 | 是 | 是 | - | |
实时阴影 | GPU 支持 | GPU 支持 | 是 | |
图像效果 | 是 | 是 | 是 | |
可编程着色器 | 是 | 是 | 是 | |
固定函数着色器 | 是 | 是 | - |
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 10, the GPU should support D16/D24X8 or DF16/DF24 texture formats; and on OpenGL it should support the 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.
后期处理效果要求有渲染到纹理功能;此功能通常在本世纪以来制造的硬件产品上都是受支持的。
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). You can target higher shader models if you want to add more functionality. Fixed function is supported everywhere except consoles.