Improved shadow rendering efficiency

-Do not bind attributes that are not needed
-Improve a bit more how meshoptimizer interacts with Godot
This commit is contained in:
reduz 2020-12-18 18:56:14 -03:00
parent 7ad29ed64e
commit 7bf90c7888
5 changed files with 59 additions and 18 deletions

View file

@ -2718,7 +2718,7 @@ RID RendererSceneRenderForward::_setup_sdfgi_render_pass_uniform_set(RID p_albed
uniforms.push_back(u);
}
sdfgi_pass_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RENDER_PASS_UNIFORM_SET);
sdfgi_pass_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_sdfgi_rd, RENDER_PASS_UNIFORM_SET);
return sdfgi_pass_uniform_set;
}
@ -2909,6 +2909,7 @@ RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_stor
actions.renames["DIFFUSE_LIGHT"] = "diffuse_light";
actions.renames["SPECULAR_LIGHT"] = "specular_light";
actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
actions.usage_defines["TANGENT"] = "#define TANGENT_USED\n";
actions.usage_defines["BINORMAL"] = "@TANGENT";
actions.usage_defines["RIM"] = "#define LIGHT_RIM_USED\n";