Debugging variable compute shader rates
Vorxel » Devlog
With compute ray marching it means part of the shading rates logic must be done in the compute shader (in addition to it still being done in the fragment shader for the gbuffer render pass) for performance benefits in ray marching.
This means the compute shader has a shading rates buffer with the same data that is fed to the rasterization pipeline and the compute ray marching shader casts minimal rays based on said buffer.
Here's a screenshot of visually verifying the correctness of the shading rates in the compute shader:

Vorxel
Status | In development |
Author | Teknologicus |
Genre | Adventure |
Tags | Exploration, Open World, Voxel |
More posts
- Fixed bug with dynamic direct sunlight and level of detail27 days ago
- Voxel Cone Tracing Experiment27 days ago
- Dynamic direct sunlight working with level of detail30 days ago
- Improved dynamic direct sunlight35 days ago
- Dynamic direct sunlight36 days ago
- Previous folly and finally success43 days ago
- Rasterized triangles are evil!52 days ago
- Procedurally Generated Blocks (Video)55 days ago
- Fog is working again58 days ago
- Improved fragment/compute shading rates60 days ago
Leave a comment
Log in with itch.io to leave a comment.