Unified shader model

The unified shader model uses the same hardware resources for both vertex and fragment processing.

In the field of 3D computer graphics, the unified shader model (known in Direct3D 10 as "Shader Model 4.0") refers to a form of shader hardware in a graphical processing unit (GPU) where all of the shader stages in the rendering pipeline (geometry, vertex, pixel, etc.) have the same capabilities. They can all read textures and buffers, and they use instruction sets that are almost identical.[1]

  1. ^ "Common Shader Core (DirectX HLSL)". Microsoft. Retrieved 2008-08-17.

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