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# Platform Support

| Platform                     | Support          | Notes                                                                   |
| ---------------------------- | ---------------- | ----------------------------------------------------------------------- |
| Windows DX11 / DX12 / Vulkan | Full             | Uses async readback.                                                    |
| macOS Metal                  | Full             | Uses async readback.                                                    |
| iOS Metal                    | Full             | Uses async readback.                                                    |
| Android Vulkan               | Full             | Recommended Android backend.                                            |
| Android OpenGL ES 3.x        | Driver-dependent | Test on target hardware.                                                |
| WebGL                        | Fallback         | Uses synchronous fallback because native async readback is unavailable. |
| Xbox / PlayStation           | Supported        | Subject to platform SDK restrictions.                                   |

## Requirements

* Unity 2018.2 or newer
* Shader Model 3.0 or newer
* RenderTexture support
* `AsyncGPUReadback` support for the normal native path

## Graphics API Notes

`AsyncGPUReadback` behavior depends on Unity version, graphics API, and driver quality. Test on the exact devices you plan to ship.

Recommended starting points:

| Target            | Recommendation                        |
| ----------------- | ------------------------------------- |
| Windows desktop   | DX11, DX12, or Vulkan                 |
| Apple platforms   | Metal                                 |
| Android           | Vulkan where available                |
| Android OpenGL ES | Test device-by-device                 |
| WebGL             | Use higher downsample and skip values |

## WebGL Note

WebGL does not provide the same async readback path as native platforms.

The plugin falls back to a synchronous brightness calculation. Expect a small performance cost on analysis frames.

## Build Notes

* Runtime code is in `AsyncAutoExposure.Runtime`.
* Editor windows and custom Inspectors are in `AsyncAutoExposure.Editor` and are excluded from player builds.
* The runtime shader is loaded from `Resources/Shaders/AutoExposure` when no shader is assigned manually.
* Keep `AutoExposure.shader` in a `Resources` folder or assign it directly in the component.


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