The input primitives for geometry shaders are the output primitives from a subset of the primitive Assembly process.
几何着色器的输入图元的类型是图元组装步骤的一个子集。
If tessellation or geometry shaders are active, then a limited form of primitive assembly is executed before these Vertex Processing stages.
如果启用了细分或几何着色器,那么一个限制级的图元组装过程就会在那些顶点处理阶段之前执行。
If you use custom written Shaders, they have to be pixel-lit and use Geometry render queue.
如果使用自定义的着色器,它们必须是pixel - lit并使用几何渲染队列。
If you use custom written Shaders, they have to be pixel-lit and use Geometry render queue.
如果使用自定义的着色器,它们必须是pixel - lit并使用几何渲染队列。
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