I keep coming back to writing rendering features that need to set values on a shader used in multiple passes. However the properties are inherited across passes and changing them when executing a new blit is ignored. A: Skip blitter and implement my own blit function? B: Cache / pool material instances depending on feature. C: Modify global state. I am leaning towards testing A but the Blitter is really pushed as the thing to use now. Do you have any other suggestions?
#Use Blitter with reliable material properties.
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Sharing /separating materials is probably the most straightforward and recommended way IMHO.
I´ll probably end up using a list of instanced materials just to set one int per pass 😛
That's fine. That's what they are for. To provide property values to a shader.