perf(pbr): improve glints#962
Conversation
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actually, just put the noise in |
It's not specifically made for glints so i dont think it should be in there because it might be reused in the future. |
Do that when you actually need it in the future. Edit: nvm |
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Change the texture size here and here and see how the appearance and performance trade off (The original code uses 512) |
no measurable performance impact but also no visual difference. |
Okay then I think it's better if you make it 512 |
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Additionally, here https://github.com/doodlum/skyrim-community-shaders/blob/7be08c17b5c2eb76a2fc28344291513b50f11692/package/Shaders/Common/Glints/Glints2023.hlsli#L536 |
I'm not sure because it will matter when you have a lot of lights. |
That is outside the scope of this PR |
No? because you stochastized the sampling, you are now temporally averaging the clamped value instead of clamping the average value, which means there's more bias towards the tamer side. |
done |
great, also check out the change request |
* perf: improve glints performance * style: 🎨 apply clang-format changes * chore: more cleanup * style: 🎨 apply clang-format changes * chore: increase glint texture size * chore: improved sampling * style: 🎨 apply clang-format changes * chore: increase glint max brightness * chore: clean up tetra --------- Co-authored-by: doodlum <doodlum@users.noreply.github.com>
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