![]() Static occlusion from trees is used to attenuate ground and bottom parts of trees using local vertex position Y component.Per-vertex DOF factor outputted into A channel.Heaviest shader: vertex 202, pixel 207 - terrain surface with parallax (tessellated near camera, uses per-vertex lighting)įigure 4. ![]() Grass shader (most fillrate heavy): vertex 189, pixel 46 - per-vertex lighting So for scene where hi-z doesnt work well, z prepass does not give performance gain (its even worse on slower videocards like Intel Graphics).Ĭonsequences of not having depth texture in color pass would be discussed later.Īverage shader instructions count: vertex 140, pixel 90. Z prepass time: 4-5ms, consecutive color pass: 5-8ms, plus CPU time required to draw scene twice.
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