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how to enable Compute shaders for OpenGL ES 3.X in Unity 5.1.x?
HI,
I am working on Tegra K1 GPU for Android TV. I want to use the full RAW POWER of K1. I deployed many of the NVIDIA samples for Ex: Compute Basic GLSL Sample. All of the NVIDIA samples are working. When I moved to Unity I hit a big wall when I checked,
SystemInfo.supportsComputeShaders
I get return as false. :( It is supposed to return true
Did anyone start working on GLES 3.1 fixed/overcome this issue? Or am i missing something?.
I did turn off Automatic Graphics API as mention here.
Follow-up question: Android Player settings > Require ES3.1 throws an error as
EditorOnlyPlayerSettings property Android::RequireES31 not inititalized. Please initialize it using corresponding PlayerSettings.InitializeProperty function!
how to fix Require ES3.1 error?
P.S. If Unity and NVIDIA guys are checking this link. please write a blog for making content easier on GLES 3.X devices.
Cheers!
Answer by debubudeh · Apr 11, 2017 at 06:40 PM
I know this is an old question, but it was one of the top results when I was searching for how to enable compute shaders for android and I was not able to find a straight forward answer anywhere. I was able to use compute shaders on mobile by:
starting unity with the command line argument -force-gles31
going to build settings->player settings->other settings
unchecking auto graphics api
removing OpenGLES2 from the list of graphics APIs
checking Require ES3.1
I was not able to test my program in the editor while on the android platform but it did work on my phone when I built the solution, and I could test in the editor when my platform was set to windows. Maybe a newer android sdk would allow compute shaders in the emulator? edit: I'm using unity 5.5.2f1 Personal.
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