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Materials and Shaders Print

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Defining surface appearance.

WHAT PHYSICALLY BASED MATERIALS USE

Base colour Metallic quality Roughness Normal detail Ambient occlusion

WHY THAT APPROACH DOMINATES

Materials behave consistently under any lighting, rather than being tuned per scene.

WHAT A VERTEX SHADER DOES

Transforms positions, and can deform geometry.

WHAT A FRAGMENT SHADER DOES

Computes the colour of each covered pixel.

WHY FRAGMENT COST MATTERS MOST

It runs per pixel, so a small addition multiplies enormously.

WHAT SHADER COMPLEXITY COSTS

Frame time, particularly at high resolution.

WHAT TO AVOID IN FRAGMENT SHADERS

Branching, where it can be avoided Expensive operations repeated per pixel Many texture reads

WHAT SHADER VARIANTS ARE

Compiled versions for each combination of features.

WHY THEY MATTER

Their count can explode, causing long builds and large files.

WHAT VISUAL SHADER EDITORS PROVIDE

Shader creation without writing code.

WHAT THEY COST

Less control, and sometimes less efficiency.

WHAT TO PROFILE

Shader cost, on the weakest target device.

WHAT TO PREPARE

Simplified variants for lower-end hardware.


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