Construct's effect compositor: part 2

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  • "It's possible to combine the shader programs at compile time, but this is very complicated and is difficult to extend to cover all possible combinations of effects."

    "You could also use this to manually combine multiple shaders in to one, removing steps in the effect chain"

    Could you consider making part 3, where you combine some of thous shaders, explaining ins and outs and making some test, showing how much difference/impact it will have.

    It could be helpful, trying to implement it as a runtime and cover all the shader compinations will be difficult. But if users can use your blog post and sdk to make various combinations of shaders and upload them to addon list, which then could ease the shader use impact.

    About SDK, could you also consider making blog post just about SDK, while making some simple addons? as it could help and give users jumping point into SDK. As you have covered various part of game engine complexity, but not SDK use.