Hey @HighlySpammable @UnrealEngine what's the performance impact like for Material Layering? https://forums.unrealengine.com/development-discussion/rendering/1414193-shelved-material-layering-feedback-for-4-19 …
does it act like one material with an increasing shader cost, or does it split the materials in to different draw calls?
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W odpowiedzi do @JustHannahGrace @UnrealEngine
The former. It's a workflow optimisation that crunches it down as best as it can still but it's still spitting out a material that had functions in their respective places. Seen per pixel shader model in 4.23 though?
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Wait, does that mean I can have the same material using different models? As in part of it lit, part of it unlit based on a mask for example? Or is it more like a switch based on the model?
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W odpowiedzi do to @DesignCrap@HighlySpammable i jeszcze
This is basic example blending two shading models in a single material. You can use switch and If statements too. Real benefit here is an alternative to dynamic instance materials. You only get a single draw call from this dual shader model material too.pic.twitter.com/xyOrmGw85L
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Holy shit yes
Wydaje się, że ładowanie zajmuje dużo czasu.
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