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Parallax Occlusion Intersection (Grass Pixel Shader) Close-ups

More (4K) footage of my shader because youtube compression makes it hard to see. The algorithm is described at 1:15 here: https://youtu.be/yLHk82-Df9M Quality settings: Using a large patch is the most flexible, as it can recreate any target mesh without obvious "tiling", but the memory usage can be ridiculous with best quality. A smaller patch has more "tiling" but that can be reduced by redrawing it at different angles, which is alright for grass/fur. In this video the small patch is 1/64 the size of the large patch (in terms of number of grass blades). Best quality, large patch: 2048x2048, 250 maps (!!!) Lower quality, large patch: 1024x1024, 50 maps Lowest quality, large patch: 512x512, 20 maps Best quality, small patch: 256x256, 250 maps Lower quality, small patch: 128x128, 50 maps (With only depth maps, this could be similar memory to a single 1024x1024 texture) In this video all the maps are both depth and color maps, but for many applications you can save 3/4 of the memory by just using a single color map (I did that for fur: https://www.youtube.com/watch?v=BzsmOUpkvUw ). In terms of performance it's similar to parallax occlusion mapping. Having to sample from 3 maps makes it worse, but the maps are more well aligned with the view ray (think POM looking almost straight down) which helps with caching and step count.

Видео Parallax Occlusion Intersection (Grass Pixel Shader) Close-ups автора Cosmic Compass
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