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We use a single shader hacked up by @Voxar who really doesn't know a lot about shaders. It is likely super inefficient due to a lot of extras and experimentations and used as an all-in-one.
I'm thinking it should probably be split into a number of smaller shaders optimised for some often used simple materials that doesn't need the full PBR calculations, low performance ones for quest1 and equivalent headsets, and so on.
The text was updated successfully, but these errors were encountered:
We use a single shader hacked up by @Voxar who really doesn't know a lot about shaders. It is likely super inefficient due to a lot of extras and experimentations and used as an all-in-one.
I'm thinking it should probably be split into a number of smaller shaders optimised for some often used simple materials that doesn't need the full PBR calculations, low performance ones for quest1 and equivalent headsets, and so on.
The text was updated successfully, but these errors were encountered: