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billboards_base material depth'n'perfomance problem


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Posted

Hello, everyone!

I encountered with some problem with customization of ObjectBillboards material.
I have to realize cloud layer by using of billboards. I create corresponding game object: each billboard in set is separate cloud.

After that, I tried to customize material: I used billboards_base as base material, define my diffuse texture with image of cloud and tune blending “src alpha – one minus src alpha”.
At this step I got such result:

cbb1548c0e648c481ca26c9be34e2a69.jpg

 

Everything is fine, when I switch off Depth mask option:

6fff629f5708e5064cf0cc4f51bcb17e.jpg
 

But this action rapidly decreases FPS.

Please, could anyone explain me, how to customize my cloud layer without lack of performance?
Also I can't understand such behavior and need more details.

Thank you in advance.

Posted

Hi, silent.

 

Of cource. There is a sample.

I have to achieve a proper vizualization of big amount of billboards with semi-transparent texture. And with acceptable performance.

Sample.zip

Posted

Hi Igor,

 

We'll check your scene and report back ASAP. Skipping deferred pass in material settings (States -> Deferred -> Skip) theoretically should increase performance a lot. Could you please check it?

 

Thanks!

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