Graphics

The Unity Built-in Render Pipeline is used for rendering. Therefore, many shaders included with Unity assets will work as-is.

Please also refer to the graphics settings in World Runtime Setting component.

Rendering

The versions of the Graphics API in use are as follows:

  • Direct3D 11 (Windows)
  • Metal (iOS / Mac)
  • OpenGL ES 3 (Android)

On Metal, geometry shaders (#pragma geometry ...) do not work. In this case, the material will be displayed in the same purple color as a missing material.

It is recommended to target ShaderLab version #pragma target 3.5 or lower.

In VR mode, Multi-Pass Stereo Rendering is used.

Lighting

The Unity Project Settings used by cluster are as follows:

When “Use World Shadow” in the World Runtime Setting is OFF:

  • Shadows: Disable Shadows

When it is ON:

  • Shadows: Hard and Soft Shadows
  • Shadowmask Mode: Shadowmask
  • Resolution: Medium
  • Shadow Projection: Close Fit (Stable Fit for Android)

Up to two pixel lights are supported (Project Settings > Quality > Rendering > Pixel Light Count is set to 2).