EEVEE Next: Improved sampler indices #108984
Right now the engine uses the highest possible sampler indices up to the 15th slot (max guaranteed by all GPUs), and overlapping slots from material textures are manually patched for each reserved engine slot.
With this commit the engine uses the first slots instead, and material slots go in reverse order starting from the last one (usually 31).
This is, IMO, easier to manage, and it has the advantage of allowing more image nodes if the engine slots are ordered with some care. For example, a deferred material needs fewer reserved slots than a forward one.
Makes sense. I added a comment yesterday in the world shader or that we need a solution for this. Let’s see if clement has another idea.
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