While trying to understand the algorithm, I noticed on line 10 the multi_compile statement and the following defines: TILESIZE_10, TILESIZE_20, TILESIZE_40.
But when they are used they are spelled differently (line 72 and onwards): TILE_SIZE_10, TILE_SIZE_20, TILE_SIZE_40. Note the underscores between 'TILE' and 'SIZE'.
Does that mean you always use a tile size of 1 on those shaders? Is that what shipped with the game?
BEGIN EDIT
I ask this because on file VelocityBuffer.cs, line 37, neighborMaxSupport is initialized like this:
public NeighborMaxSupport neighborMaxSupport = NeighborMaxSupport.TileSize20;
So apparently it was supposed to be TILESIZE_20 by default?
END EDIT
EDIT Apparently this pass is not even being used because of 'neighborMaxGen' being 'false', so maybe this issue is not important
Hi,
EDIT: On file VelocityBuffer.shader
While trying to understand the algorithm, I noticed on line 10 the multi_compile statement and the following defines: TILESIZE_10, TILESIZE_20, TILESIZE_40.
But when they are used they are spelled differently (line 72 and onwards): TILE_SIZE_10, TILE_SIZE_20, TILE_SIZE_40. Note the underscores between 'TILE' and 'SIZE'.
Does that mean you always use a tile size of 1 on those shaders? Is that what shipped with the game?
BEGIN EDIT
I ask this because on file VelocityBuffer.cs, line 37, neighborMaxSupport is initialized like this:
public NeighborMaxSupport neighborMaxSupport = NeighborMaxSupport.TileSize20;
So apparently it was supposed to be TILESIZE_20 by default?
END EDIT
EDIT Apparently this pass is not even being used because of 'neighborMaxGen' being 'false', so maybe this issue is not important
Best regards, Daniel