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Redux 1.0

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@LGhassen LGhassen released this 19 Aug 19:26

Performance improvements:

  • Cloud shadows are rendered using the depth buffer instead of re-rendering most of the scene's geometry with a projector
  • Celestial shadows are also rendered using the depth buffer instead of re-rendering most of the scene's geometry with a projector
  • All the particles in a volumetric cloud layer are rendered at once in a single draw-call, instead of one draw-call per particle, saving CPU time
  • One MeshRenderer and one GameObject per volumetric layer instead of one per particle
  • Volumetric particles are rendered at 1/4 the screen resolution then upsampled with a depth-aware filter and composited into the scene, saving GPU power