Two Optimization opinion #8
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Very cool ideas! Did you measure performance with the Unity profiler? I will try to test your suggestions. Maybe I have an idea for the post process, it is much more ergonomic as a post process I think. I tried insert sort at some point as well, but disregarded it because at that time I didn't want to add extra complexity. And I messed it up a bit I think. Cool thing you were able to test it! If it proves useful at some point we could add it as well. |
You can do exactly the same in the post process renderer. You can call |
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just fixed two main performance issues, one is the "SetData" in the PreRender, another is the "Blit" in the Render.
for the first one, i use a compute shader replace the method of set value from cpu to gpu.
OrderIndependentTransparency/Shaders/Resources/OitComputeUtils.computeFor the second one, i'm render the result on a quad mesh to avoid the Blit ,but my implementation is inside my original volume rendering shader.
it can be done by DrawProcedual ,but i have no idea about how to remove the Blit from post process renderer.
PS:
i tried real insert sort for reduce the number of swap times, but no mush performance difference
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