Search Unity

Support for assigning different blend modes / colormasks to different render targets in MRT?

Discussion in 'Shaders' started by Philipp_S, May 15, 2020.

  1. Philipp_S

    Philipp_S

    Joined:
    Jul 18, 2012
    Posts:
    16
    From the docs:

    When using multiple render target (MRT) rendering, it is possible to set up different color masks for each render target, by adding index (0–7) at the end. For example, ColorMask RGB 3 would make render target #3 write only to RGB channels.

    And

    The following syntax can set up different blending modes for individual render targets, where N is the render target index (0..7).
    Blend N SrcFactor DstFactor


    How widely supported are these features? Can I expect any DirectX 11 system to reliably support this? How about Nintendo Switch?