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    Separation of shaders Hello! There was a question about performance. I tried to combine (if possible) the shaders into one for rendering in one pass. For example, SSR and Bloom (search for bright areas), blur: DOF and Bloom. But now there is a need to put the output in textures of different sizes. This raises the question: if I split all the shaders (postprocessing) and render the image in several passes (for example, ssr → bloom → blur bloom → blur dof instead of screenspace (ssr and bloom) → blur (bloom and dof)), how much performance can suffer? And in general, merging shaders for rendering in one pass, good practice? I will be grateful for the answer https://ift.tt/eA8V8J

    Hello! There was a question about performance. I tried to combine (if possible) the shaders into one for rendering in one pass. For example, SSR and Bloom (search for bright areas), blur: DOF and Bloom. But now there is a need to put the output in textures of different sizes. This raises the question: if I split all the shaders (postprocessing) and render the image in several passes (for example, ssr → bloom → blur bloom → blur dof instead of screenspace (ssr and bloom) → blur (bloom and dof)), how much performance can suffer? And in general, merging shaders for rendering in one pass, good practice? I will be grateful for the answer

    from GameDev.net http://bit.ly/2WaoD2a

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