Okay #gamedev #techart talk here: mute this thread if you ain't into this stuff.
Got an idea I want to kick around and would like thoughts on it.
This may crunch down texture mem at the cost of extra shader instructions:pic.twitter.com/VwXAxaJZXR
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So traditionally you have three maps- albedo, normals and a third packed with metal, rough ness and AO (I call this one the masks map). Each of these three has 3 channels, R G B. That's nine channels.
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Okay, so you can ditch the blue channel of the normal map these days as you can derive this in the shader. Z= sqrt (1 - saturate(xx + yy)) This gives you a free channel in your normal map.
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So breath of the wild packs roughness into that blue channel. The logic here is they don't use AO, and unless a metalness map is needed, they just use two maps... albedo and normal (normal X, normal Y, roughness). Okay...
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This looks like this.pic.twitter.com/XOWNepsqmm
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So if you are using PBR, you still need an Ambient Occlusion channel. So rather than pack roughness into the normal blue channel, it makes sense to put the AO channel in there- because material variants will change the albedo, metal and roughness but never the ao.
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So, if we do that, we can pack roughness into the alpha of the albedo- store this as linear, and do the gamma for the albedo in the shader. That means only two texture samples for the majority of environmental maps- wood, dirt, mud, stone, leaves etc.
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So thats a huge improvement when you are always hitting your 16 sample limit on blended materials. However, here is where my crazy train is headed... what if we can cram metallic into that too?
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Hmm but you only need one sampler which you can use to sample textures as much as you want, as long as they use the same addressing mode
Wydaje się, że ładowanie zajmuje dużo czasu.
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