ShaderRequirements
enumeration
Description 描述
Required shader features for some particular shader. Features are bit flags.
Properties 属性
| None | No shader requirements. | ||
| BaseShaders | Indicates that basic shader capability, Shader Model 2.0 level is required. | ||
| Interpolators10 | Indicates the shader must have 10 interpolators. | ||
| Interpolators32 | Indicates the shader must have 32 interpolators | ||
| MRT4 | Indicates the shader must have multiple render targets (at least 4), as in support a fragment shader that can output up to 4 values. | ||
| MRT8 | Indicates the shader must have multiple render targets (at least 8), as in support a fragment shader that can output up to 4 values. | ||
| Derivatives | Indicates that derivative (ddx/ddy) instructions support is required in the fragment shader. | ||
| SampleLOD | Indicates the shader requires the support of texture sampling in a fragment shader with an explicit mipmap level. | ||
| FragCoord | Indicates that pixel position (SV_Position) input support is required in the fragment shader. | ||
| Interpolators15Integers | Indicates the shader must have 15 integers and interpolators in total. Unity bundles them together because it is extremely unlikely a GPU/API will ever exist that only has part of that. | ||
| Texture2DArray | Indicates the shader requires 2D array textures. | ||
| Instancing | Indicates the shader must support SV_InstanceID shader input. | ||
| Geometry | Indicates that geometry shader support is required. | ||
| CubeArray | Indicates the shader requires cubemap array support. | ||
| Compute | Indicates that compute shader support is required. | ||
| RandomWrite | Indicates the shader requires have random-write textures (UAVs) support. | ||
| TessellationCompute | Indicates the shader requires the support of tessellation using a compute shader for control points processing. Metal graphics API requires this feature for tessellation. | ||
| TessellationShaders | Indicates the shader requires the support of tessellation using the hull and domain shader stages. | ||
| SparseTexelResident | Indicates the shader requires the support of sparse textures with sampling instructions that return residency information. | ||
| FramebufferFetch | Indicates the shader must support framebuffer fetch, which is the ability to have in+out fragment shader color params. | ||
| MSAATextureSamples | Indicates the shader requires access to MSAA texture samples. |