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I have some proposal for shader material optimization.
Currently material properties such as blend_xxx, depth_xxx and cull_xxx are declared in shader code.
It is required create a lot of similar shaders with different combination of these properties that affect on number of shaders and compilation time.
If these properties will be moved to material properties it will significant reduce amount of shaders and reduce total compilation time.
The text was updated successfully, but these errors were encountered:
I am implementing stencil buffer support right now in a fork, for that I want to be able to set the reference values and the mask values via a script without recompiling the shaders, so I am hardcoding a system like this for my usecase right now.
I agree that such a material/shader-wide parameter system would be better than hardcoding the values into the shader source code.
Feature and improvement proposals for the Godot Engine are now being discussed and reviewed in a dedicated Godot Improvement Proposals (GIP) (godotengine/godot-proposals) issue tracker. The GIP tracker has a detailed issue template designed so that proposals include all the relevant information to start a productive discussion and help the community assess the validity of the proposal for the engine.
The main (godotengine/godot) tracker is now solely dedicated to bug reports and Pull Requests, enabling contributors to have a better focus on bug fixing work. Therefore, we are now closing all older feature proposals on the main issue tracker.
If you are interested in this feature proposal, please open a new proposal on the GIP tracker following the given issue template (after checking that it doesn't exist already). Be sure to reference this closed issue if it includes any relevant discussion (which you are also encouraged to summarize in the new proposal). Thanks in advance!
I have some proposal for shader material optimization.
Currently material properties such as
blend_xxx
,depth_xxx
andcull_xxx
are declared in shader code.It is required create a lot of similar shaders with different combination of these properties that affect on number of shaders and compilation time.
If these properties will be moved to material properties it will significant reduce amount of shaders and reduce total compilation time.
The text was updated successfully, but these errors were encountered: