EEVEE-Next: Light: New light module
Compared to the previous implementation this has a limit of 65536 lights per scene. Lights exceeding this limit will be ignored. This also introduce fine grained GPU light culling, making rendering many lights in a scene more efficient as long they don't overlap much. Compatible light panels have been unhidden. Note: This commit does not include surface evaluation, only light culling.
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@@ -124,6 +124,16 @@ const char *ShaderModule::static_shader_create_info_name_get(eShaderType shader_
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return "eevee_depth_of_field_tiles_dilate_minmax";
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case DOF_TILES_FLATTEN:
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return "eevee_depth_of_field_tiles_flatten";
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case LIGHT_CULLING_DEBUG:
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return "eevee_light_culling_debug";
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case LIGHT_CULLING_SELECT:
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return "eevee_light_culling_select";
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case LIGHT_CULLING_SORT:
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return "eevee_light_culling_sort";
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case LIGHT_CULLING_TILE:
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return "eevee_light_culling_tile";
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case LIGHT_CULLING_ZBIN:
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return "eevee_light_culling_zbin";
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/* To avoid compiler warning about missing case. */
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case MAX_SHADER_TYPE:
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return "";
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