Maximum cubemap texture size in pixels (Read Only). The maximum size of a constant buffer binding (Read Only). The maximum number of work groups that a compute shader can use in Z dimension (Read Only). The maximum number of work groups that a compute shader can use in Y dimension (Read Only). The maximum number of work groups that a compute shader can use in X dimension (Read Only). The largest total number of invocations in a single local work group that can be dispatched to a compute shader (Read Only). (Read Only)ĭetermines how many compute buffers Unity supports simultaneously in a vertex shader for reading. (Read Only)ĭetermines how many compute buffers Unity supports simultaneously in a hull shader for reading. (Read Only)ĭetermines how many compute buffers Unity supports simultaneously in a geometry shader for reading. (Read Only)ĭetermines how many compute buffers Unity supports simultaneously in a fragment shader for reading. (Read Only)ĭetermines how many compute buffers Unity supports simultaneously in a domain shader for reading. Returns a bitwise combination of HDRDisplaySupportFlags describing the support for HDR displays on the system.ĭetermines how many compute buffers Unity supports simultaneously in a compute shader for reading. Returns true if the GPU supports partial mipmap chains (Read Only). True if the GPU supports hidden surface removal. Returns true when the GPU has native support for indexing uniform arrays in fragment shaders without restrictions. HasDynamicUniformArrayIndexingInFragmentShaders Returns true if the texture UV coordinate convention for this platform has Y starting at the top of the image. Graphics device shader capability level (Read Only). Is graphics device using multi-threaded rendering (Read Only)? The graphics API type and driver version used by the graphics device (Read Only).Īmount of video memory present (Read Only). The identifier code of the graphics device vendor (Read Only). The vendor of the graphics device (Read Only). The graphics API type used by the graphics device (Read Only). The name of the graphics device (Read Only). The identifier code of the graphics device (Read Only). The foveated rendering technique supported on this platform. It's guaranteed to be unique for every device (Read Only). Returns the kind of device the application is running on (Read Only).Ī unique device identifier. The user defined name of the device (Read Only). Support for various Graphics.CopyTexture cases (Read Only). Minimum buffer offset (in bytes) when binding a constant buffer using Shader.SetConstantBuffer or Material.SetConstantBuffer. Size of the compute thread group that supports efficient memory sharing on the GPU (Read Only). Returns the current status of the device's battery (Read Only).
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