Closed rudderbucky closed 1 month ago
Hmm I was thinking about that actually... it doesn't make much sense in this use case and of course the per-mesh basis was what I thought about this on... would it be better if you could choose the color it short circuits on in the event the camera fills in 0 alpha areas with its placeholder color?
would it be better if you could choose the color it short circuits on in the event the camera fills in 0 alpha areas with its placeholder color?
Possibly? But I'm admittedly not sure how / when that would happen. Likely need a more concrete example.
This might be something we just keep in mind until we start exploring mesh / sprite specific shaders, as we'd need to do that anyway if we ever want to have lights not impact specific sprites.
Sounds good... I'll just close this PR then.
Summary
Small optimization I thought of while working on my own shaders with a lot of invisible pixels. There's no need to run the expensive lighting loops if the color is going to be invisible anyway.