#RasterizerOrdered in Vulkan
1 messages · Page 1 of 1 (latest)
I guess because it's not part of the standard dx11 or vulkan. It seems to be an extension that no all platforms would support. And multiplatform engines usually adhere to standards/multiplatform supported api strictly. It works on DX11 because the hlsl is used as is directly in D3D, but for other platforms unity has to convert the code to that platform shading language first.
You might be able to take the intermediate Spir-v vulkan code and modify it to include the equivalent vulkan feature, but I wouldn't bet on it.