Add proper and complete support for multi-pass shaders
<!-- Please fill in *all* the questions below and don't remove any of them. Proposals not following the template below will be closed immediately. --> **Describe the project you are working on:** Top-down 2D rpg with heavy use of visual effects, post-processing and custom depth tests. **Describe the problem or limitation you are having in your project:** I'll often have to create shaders that read from a certain buffer or texture and then write to it or viceversa. This is not possible in a single pass shader as it is technically not supported by graphics cards. So a multi-pass shader is needed. Multi-pass **materials** rendering is also currently not supported for canvas_item shaders which is another related limitation. This is however a proposal for multi-pass **shaders**, here's an example of how they are defined in Unity (just for reference): ```glsl Shader "ShaderName" { Properties { // define shader properties _TextureName("Inspector Description", Type) = "white" {} _FloatSlider("Float Slider Description", Range(0, 1)) = 0.5 } SubShader { // Tags, Identifiers, etc... // first pass Pass { // Tags, Identifiers, etc... // define blend mode, ztest mode, zwrite mode etc. // define used properties/uniforms // define input and/or output structs (appdata, s2f, FragmentOutput...) v2f vert (appdata v) {
Posted by samdze on Feb 20, 2020, 3:05 PM
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- The issue is really the extreme difficulty of programming them, especially for anything sequential (rather than combinatorial).
- I probably could have beared with it if it was only limited to programming, but it showing up in creative fields has made me feel all sor...
- I hate that I'm in deep enough to know what you mean.
- The biggest problem with “AI” is that big corps are shoving it down our throats.
- in the middel of a coding session with 5.6 sol.
- [Hero Run] 535B-A23B on 18T tokens
Raise real-world problems, find people facing the same issue, and discuss solutions.3,500 issues0 comments
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The issue is really the extreme difficulty of programming them, especially for anything sequential (rather than combinatorial).
I probably could have beared with it if it was only limited to programming, but it showing up in creative fields has made me feel all sor...
I hate that I'm in deep enough to know what you mean.
The biggest problem with “AI” is that big corps are shoving it down our throats.
in the middel of a coding session with 5.6 sol.
[Hero Run] 535B-A23B on 18T tokens
I hate that this is how AI is being used..
inexperienced protobuf user here -- why do non-googlers generally use protobuf?
Add proper and complete support for multi-pass shaders
<!-- Please fill in *all* the questions below and don't remove any of them. Proposals not following the template below will be closed immediately. --> **Describe the project you are working on:** Top-down 2D rpg with heavy use of visual effects, post-processing and custom depth tests. **Describe the problem or limitation you are having in your project:** I'll often have to create shaders that read from a certain buffer or texture and then write to it or viceversa. This is not possible in a single pass shader as it is technically not supported by graphics cards. So a multi-pass shader is needed. Multi-pass **materials** rendering is also currently not supported for canvas_item shaders which is another related limitation. This is however a proposal for multi-pass **shaders**, here's an example of how they are defined in Unity (just for reference): ```glsl Shader "ShaderName" { Properties { // define shader properties _TextureName("Inspector Description", Type) = "white" {} _FloatSlider("Float Slider Description", Range(0, 1)) = 0.5 } SubShader { // Tags, Identifiers, etc... // first pass Pass { // Tags, Identifiers, etc... // define blend mode, ztest mode, zwrite mode etc. // define used properties/uniforms // define input and/or output structs (appdata, s2f, FragmentOutput...) v2f vert (appdata v) {
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