Open xezno opened 8 months ago
How do we handle switching between fast shader compiles and optimized shader compiles? We need fast compiles for shadergraph and for hotloading changes, but we need optimized shaders for everything else.
With vfx_vulkan there's no difference between the compiles, everything is optimized by default.
How do we show compile progress to the user? The resource compiler doesn't do this yet - should we have something inside the resource compiler that shows progress for all 'large' resources?
It'd be great if we did resource compiling more async in general and had it popup in the bottom left like our already existing compiling shaders - kinda like UE5 Building Content
It'd be great if we did resource compiling more async in general and had it popup in the bottom left like our already existing compiling shaders - kinda like UE5 Building Content
Very much agree with this, especially for resources that depend on loads of other stuff (like materials that reference 10 textures and take a few seconds to compile), and for batch compiling stuff
They are now, aren't they?
Right now we do all our shader compiling through vfxcompile.exe. It would be great if this was all done through resourcecompiler to help streamline things.
Here's a few considerations we need to make: