JMS55
JMS55
Taking a quick look, rather than add a render command to the main passes, I think it would be better to have a separate render node that runs after post...
>It needs a patch to naga, which i hope will go in and be released in time, but if not i think that will probably block the whole pr from...
Note that this PR _directly_ builds on the TAA PR, as SSAO will render differently when TAA is present, for increased quality. Similarly, this PR requires wgpu 0.15, and builds...
There's still a bunch of perf improvements I can make, and some other tweaks like a better denoiser, and implementing bent normals. But I'm marking this as not a draft...
Yes, I was working on additional changes and ended up breaking things. Go back to commit 3cc7389e13521155d33751bab5d83ca2276d4fa2 for the working code.
I've reverted all of my WIP things that broke SSAO. Lets ship the MVP I have now, and later we can improve on it. I currently lack time and motivation...
Msaa is enabled by default, inserted as a resource as part of default plugins. To disable it, insert the `Msaa:Off` resource. I can't tell from that backtrace what the Texture::create_view...
bors try-
Just dropping in real quick re:shadows, it's very worth considering tailwind's shadows imo. Basic drop shadows look kinda bad by themselves. Mixing some opacity, varied offsets, and multiple shadows is...
Found an article on how to render box shadows well on the GPU https://madebyevan.com/shaders/fast-rounded-rectangle-shadows