After a little experimentation.. proof of concept for form-fitting vehicle shields. Incredibly cheap even with 100+ vehicles, 64+ impacts each. Each shield utilizes a 1x64 16-bit HDR texture (~4kb) - super fast!
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Are you generating a distance (sqr) field to drive the effect? That's how I'd do it, but splitting it into cells (look at worley noise algorithms) could reduce a lot of the complexity at the cost of precise hits
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Yeah so the loop essentially loops through the LUT texture and accumulates `distance(PixelPos, LUT.rgb) * LUT.a;` - eventually I plan to add a second column of pixels to provide the radius as well (think higher damage = larger effect)
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I spent a hella-lot of time trying to work out if I could bake a data texture or pack info into the UV's to avoid the loop, but came up short on that idea everytime.. not sure there is a solution that doesn't involve at least some looping.
- Pokaż odpowiedzi
Nowa rozmowa -
Wydaje się, że ładowanie zajmuje dużo czasu.
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Could be something unforseen though so I'd check in renderdoc