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The optimization of shaders combines calculation simplification methods which lowers both shader passes and processing redundancy. Through Occlusion Culling the performance improves due to effective rendering of objects which extend past visible camera range.
using data oriented algorithms to process the culling of objects and both secondary command buffers and automatic batching to efficiently submit the draw primitives. Streaming is the most important feature missing for managing large scenes or openworlds. GPUParticlesMaterial resource (or even an optional dedicated shader).
So it’s easy to interpolate d across a triangle while rasterizing, and things like hierarchical Z-buffers, early Z-culling, and depth buffer compression are all a lot easier to do. Keep the projection matrix separate from other matrices, and apply it in a separate operation in the vertex shader, rather than composing it into the view matrix.
For the first time ever, Godot also comes with a GI technique that can be used with large openworlds — signed distance field global illumination ( SDFGI ). You can even create complex dynamic effects by writing custom shaders that operate on FogVolume nodes. For more information see the article introducing sky shaders.
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