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Hardware requirements for the Built-in Render Pipeline

Learn about general hardware requirements for the Built-In Render Pipeline, and requirements for realtime shadows, post-processing effects, and higher shader models.
Read time 1 minuteLast updated 22 days ago

Summary

Win/Mac/LinuxiOS/AndroidConsoles
Forward renderingYesYesYes
Vertex Lit renderingYesYes-
Realtime ShadowsGPU supportGPU supportYes
Image EffectsYesYesYes
Programmable ShadersYesYesYes
Fixed Function ShadersYesYes-

Realtime Shadows

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.

Post-processing Effects

Post-processing effects require render-to-texture functionality, which is generally supported on anything made in this millenium.

Shaders

You can write programmable or fixed function shaders. Programmable shaders are supported everywhere, and default to Shader Model 2.0 (desktop) and OpenGL ES 3.0. (mobile). You can target higher shader models if you want to add more functionality. Fixed function is supported everywhere except consoles.
Note
Shader Graph doesn't support XR in the Built-in Render Pipeline.

Additional resources