Yeah, it loops through each pixel in the LUT, and accumulates the falloff. It's an alternative to having a full-size render target and unique UV's for the object, which has limited resolution and removes x-amount of calls to DrawMaterialToRenderTarger (which is crazy slow)
Yeah I know the feeling, sometimes you gotta wrestle with the engine a bit.. If there's not a lot of loops then I don't think it'll be a problem unless you want it *super* optimised. Biggest cost here is probably writing to the LUT.
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So far I'm quite fortunate that updating the LUT itself is super fast, since it's just one direct memcpy on the render thread and I'm not too fussed about it being frame-accurate so I don't need to block the game thread for it to work.
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Wydaje się, że ładowanie zajmuje dużo czasu.
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Could be something unforseen though so I'd check in renderdoc