Replies: 2 comments 9 replies
-
If you want billboarding to still be performed on the GPU (which is a requirement for GPU-based particles), I don't see a way to do this until the vertex and fragment shader stages can be loaded separately. Note that even if this is done, there won't be a way to use other vertex shader effects if you're overriding the billboard mode. |
Beta Was this translation helpful? Give feedback.
-
I don't see how making this less flexible is helpful, then if you want more specific modifications to this you have to write your own billboard code without the aid of the one provided from material Unlike other features like skinning this is an area where flexibility is relevant, and this won't really reduce any complexity of the shader code or the compilation |
Beta Was this translation helpful? Give feedback.
Uh oh!
There was an error while loading. Please reload this page.
-
I find it incredibly clunky that billboard modes need to be reimplemented per-shader. I believe that it should be something separate, that's either done automagically at a particle stage and not at the render stage, or that can be just selected on a material, even on shaders. it's very annoying to work with right now.
Beta Was this translation helpful? Give feedback.
All reactions