November 2019
Intermediate to advanced
404 pages
12h 9m
English
Sometimes, the process of writing a shader involves a lot of back and forth experimentation in editing code and viewing it in the Scene. The typical outcome of this process is that input data that was needed when the shader was going through early development is now surplus fluff once the desired effect has been obtained, and it's easy to forget what changes were made when/if the process drags on for an extended period. However, these redundant data values can cost the GPU valuable time, as they must be fetched from memory even if they are not explicitly used by the shader. So, we should double-check our shaders to ensure that all of their input geometry, vertices, and fragment data is actually being used. ...
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