To set DirectX11 as your default Graphics API in the Editor or Standalone Player, go to the Player settings (menu: Edit > Project SettingsA broad collection of settings which allow you to configure how Physics, Audio, Networking, Graphics, Input and many other areas of your project behave. More info
See in Glossary, then select the Player category) and navigate to the Other Settings panel. Disable the Auto Graphics API for Windows property, and choose DirectX11 from the list. For more details, see Graphics API support.
Some parts of the Surface ShaderA streamlined way of writing shaders for the Built-in Render Pipeline. More info
See in Glossary compilation pipeline do not understand DX11-specific HLSL syntax, so if you’re using HLSL features like StructuredBuffers, RWTextures and other non-DX9 syntax, you need to wrap it into a DX11-only preprocessor macro. See documentation on Platform-specific differences for more information.
Surface ShadersA program that runs on the GPU. More info
See in Glossary have support for simple tessellation and displacement. See documentation on Surface Shader Tessellation for more information.
When manually writing Shader programs, you can use the full set of DX11 Shader model 5.0 features, including Geometry, Hull and Domain Shaders.
Tessellation and geometry shaders are only supported by a subset of graphics APIs. This is controlled by the Shader Compilation Target level.
Compute Shaders run on the graphics card and can speed up renderingThe process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its view to the screen. More info
See in Glossary. See documentation on Compute Shaders for more information.