Games with directx 113/30/2023 ![]() The hair in this shot is implemented via DirectX 11 tessellation & geometry shaders to dynamically generate and animate individual strings of hair. Moreover, as it generates and updates depth values, it becomes fully compatible with depth based image effects such as depth of field or motion blur. The volumetric explosion in these shots is rendered using raymarching which becomes plausible with shader model 5.0. The following screenshots show examples of what becomes possible with DirectX 11. See Platform Specific Differences page for details. Surface shaders and DX11Ĭurrently some parts of surface shader compilation pipeline do not understand DX11-specific HLSL syntax, so if you’re HLSL features like StructuredBuffers, RWTextures and other non-DX9 syntax, you have to wrap it into a DX11-only preprocessor macro. When manually writing shader programs, you can use full set of DX11 shader model 5.0 features, including geometry, hull & domain shaders. Surface shaders have support for simple tessellation & displacement, see Surface Shader Tessellation page. See Compute Shaders page for mode details. ![]() Motion Blur effect (higher quality reconstruction filter)Ĭompute shaders allow using GPU as a massively parallel processor.Noise and Grain effect (higher quality noise patterns).Depth of Field effect (optimized Bokeh texture splatting).Image Effects that can take advantage of DX11 Unity editor window title has “” at the end when it is actually running in DX11 mode. Note that DX11 requires Windows Vista or later and at least a DX10-level GPU (preferably DX11-level). on Windows, your games and editor will try to use DX11, and fallback to DX9 when not available). To enable DirectX 11 for your game builds and the editor, set “Use DX11” option in Player Settings. Unity has ability to use DirectX 11 graphics API, with all the goodies that you expect from it: compute shaders, tessellation shaders, shader model 5.0 and so on.
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