@e_kristmann@m_schuetz Tried this again and saw a 5% increase in GPU decode speed. It gets the warp occupancy much higher but only a little higher SM throughput. Left it out during initial dev to keep it simpler but 5% is reasonable now.
@ThomasKoleTA@IRCSS Here's my attempt.
Bake diffuse lightmaps with direct+indirect lighting. One where screen emits UVs, one with white. Make sure you bake raw color.
Baked UVs have light falloff baked in, I divide white to remove and sample a very low-res texture.
@ThomasKoleTA@IRCSS Here's my attempt.
Bake diffuse lightmaps with direct+indirect lighting. One where screen emits UVs, one with white. Make sure you bake raw color.
Baked UVs have light falloff baked in, I divide white to remove and sample a very low-res texture.
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