40 realtime lights in one pass (per model) #MonoGame #Shader #HLSLpic.twitter.com/ZRXkiPAUuq
You can pass a large number of light data to you shader. You have to define a max light count and initialize arrays with that value. Then in the app, you pass the current light count. https://github.com/demonixis/C3DE/blob/develop/C3DE.Content/Shaders/Forward/PBR.fx#L27 …
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Dang! How is Unity doing that, normally with a forward render you can get maybe 4 lights in a shader before you start killing the GPU with calculation cycles... I also thought there was a limit on the registry making this not possible... But then my experience is rooted in DX 9
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It's done in monogame but Unity Charles
Would be interesting to see if this could be translated to unity, or if Unity had a similar solution - 5 réponses de plus
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Just realized you are not using Unity lol, so be interested to know how you are managing to push the GPU like that with a forward render :D
Merci. Twitter en tiendra compte pour améliorer votre fil. SupprimerSupprimer
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Le chargement semble prendre du temps.
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