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Lewis JordanJordanL8
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Added information about compute shaders and ssbos (#222)
* Added information about compute shaders and ssbos * Added recommendation to use Vulkan over OpenGL ES * Removed 'two' * Added entry about vfx graph not being out of preview for mobile platforms Co-authored-by: Lewis Jordan <[email protected]>
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com.unity.visualeffectgraph/Documentation~/System-Requirements.md

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@@ -36,5 +36,9 @@ The Unity Player system requirements for the Visual Effect Graph depend on which
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- The Visual Effect Graph is out of preview for HDRP, which means it supports every platform that HDRP supports. For information on which platforms this includes, see HDRP's [system requirements](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/System-Requirements.html).
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- The Visual Effect Graph is not out of preview for URP, which means it only supports a subset of platforms that URP supports.
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- The Visual Effect Graph is not out of preview for mobile platforms.
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- For either render pipeline, the minimum hardware requirements are:
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- Support for compute shaders. If a platform supports compute shaders, it returns `true` for [SystemInfo.supportsComputeShaders](https://docs.unity3d.com/ScriptReference/SystemInfo-supportsComputeShaders.html).
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- Support for Shader Storage Buffer Objects (SSBOs). If a platform supports SSBOs, it returns a value greater than 0 for [SystemInfo.maxComputeBufferInputsVertex](https://docs.unity3d.com/ScriptReference/SystemInfo-maxComputeBufferInputsVertex.html).<br/><br/>These requirements mean that OpenGL ES is not suitable for the VFX Graph and you should use Vulkan when targeting mobile platforms instead.
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For more information on general system requirements for the Unity Player, see [System requirements for Unity](https://docs.unity3d.com/Manual/system-requirements.html).

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