Platform Support
Genesis ships a single shader codebase that scales across desktop, console, mobile, VR, and WebGL. Some features have hard hardware requirements (compute or Shader Model 5.0); others simply cost too much on lower-end targets and should be left off by default. Use this page to plan which features belong in each build, and set the matching profile with the Feature Configurator before shipping.
Target overview
Feature support matrix
Defaults per profile — partial means supported but off by default for cost.
● Supported
◐ Partial / reduced
○ Not supported
Set the Feature Configurator profile to your target before building. It strips shader variants you cannot reach on that platform, cutting build time and binary size.
WebGL 2.0 has no compute shaders, so the PCSS Shadow and screen-space modules fall back to no-op renderer features. Confirm in the Frame Debugger that the pass is being skipped rather than erroring.