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README.md

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@@ -5,8 +5,7 @@ This sample demonstrates how to render and do other graphics related things from
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Unity versions:
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* **2018.1+** use tip of default branch.
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* 5.6, 5.5, 5.4: use corresponding `unity-x.x` tag.
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* **2023.1+** use tip of default branch.
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The plugin itself does very few things:
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* Note that Vulkan and DX12 are not compiled in by default
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* Vulkan requires Vulkan SDK; enable it by editing `#define SUPPORT_VULKAN 0`
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to `1` under `UNITY_WIN` clause in `PlatformBase.h`
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* DX12 requires Agility SDK; enable it by editing `#define SUPPORT_D3D12 0` to `1` under `UNITY_WIN` clause in `PlatformBase.h`
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* DX12 requires additional header files (see on [github](https://github.com/microsoft/DirectX-Headers) or [nuget package](https://www.nuget.org/packages/Microsoft.Direct3D.D3D12/1.4.10)); enable it by editing `#define SUPPORT_D3D12 0` to `1` under `UNITY_WIN` clause in `PlatformBase.h`
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* macOS (Metal, OpenGL)
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* Linux (OpenGL, Vulkan)
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* Windows Store aka UWP (D3D11, D3D12)
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* `PluginSource` is source code & IDE project files for the C++ plugin.
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* `source`: The source code itself. `RenderingPlugin.cpp` is the main logic, `RenderAPI*.*` files contain rendering implementations for different APIs.
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* `projects/VisualStudio2015`: Visual Studio 2015 project files for regular Windows plugin
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* `projects/UWPVisualStudio2015`: Visual Studio 2015 project files for Windows Store (UWP - Win10) plugin
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* `projects/VisualStudio2022`: Visual Studio 2022 project files for regular Windows plugin
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* `projects/UWPVisualStudio2022`: Visual Studio 2022 project files for Windows Store (UWP) plugin
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* `projects/Xcode`: Apple Xcode project file for Mac OS X plugin, Xcode 10.3 on macOS 10.14 was tested
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* `projects/GNUMake`: Makefile for Linux
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* `projects/EmbeddedLinux`: Windows .bat files to build plugins for different architectures
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* `UnityProject` is the Unity (2018.3.9 was tested) project.
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* `UnityProject` is the Unity (2023.1.15f1 was tested) project.
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* Single `scene` that contains the plugin sample scene.
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