OpenGL Core is the new back-end capable of supporting the latest OpenGL features on Windows, MacOS X and Linux. This scales from OpenGL 3.2 to OpenGL 4.5 depending on the OpenGL driver support.
The new OpenGL Core is used by default on MacOSX and Linux.
As a new feature, the OS X Editor and Standalone now support the new OpenGL backend, which enables the use of OpenGL 3.x and 4.x features such as tessellation and geometry shaders.
However, as Apple restricts the OpenGL version on OS X desktop to 4.1 at most, it does not support all DirectX 11 features (such as Unordered Access Views or Compute Shaders). This means that all shaders that are configured to target Shader Level 5.0 (with #pragma target 50) will fail to load on OS X.
Therefore a new shader target level is introduced: #pragma target gl4.1. This target level requires at least OpenGL 4.1 or DirectX 11.0 Shader Level 5 on desktop, or OpenGL ES 3.1 + Android Extension Pack on mobiles.
The new OpenGL back-end introduces many new features (previously mostly DX11/GLES3 only):
When using the existing #pragma targets, they map to following GL levels:
For including and excluding shader platforms from using a specific shaders, the following #pragma only_renderers / exclude_renderers targets can be used:
It’s possible to start the editor or the player with OpenGL using the command line arguments:
OpenGL ES graphics API is available on Windows machines with Intel or NVIDIA GPUs with drivers supporting OpenGL ES.