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For sure, if you restrict what can (and can't) be done in shaders you can optimize buffer layouts and rendering passes, not allow things that explode shader per
by midnightclubbed 3mo ago
For sure, if you restrict what can (and can't) be done in shaders you can optimize buffer layouts and rendering passes, not allow things that explode shader permutations/switching or explode shader instruction count and kill occupancy.
The flip side is the artists loose control and cannot author custom materials.
- flohofwoe 3mo ago> The flip side is the artists loose control and cannot author custom materials. ...which is a good thing tbh. No game needs hundreds or thousands of custom materials.
- cyber_kinetist 3mo agoI think it can actually be a bit better in terms of artistic consistency to have a fixed set of materials you can work with in a given game. Very important if you want any sort of stylized rendering!