I made a shader modification for tree LOD where I'm currently happy with the results. Because lighting is simulated through normal maps, it would need DynDOLOD to support it by adding a config to check for what worldspaces use the format, and drawing out normals to the bottom of the atlas. There's an additional mask in the alpha channel available which is unused. Additionally the atlas could be tiled further for additional masks.
Only the texture coordinate is available for unique information about the current pixel. The vanilla shader is so stripped down there is only that. Additional information is provided through RE plus generated normals and tangents.
I don't really know how good of an option this is. If it's a bad idea or just won't be supported then I'll drop this. It should theoretically be beneficial in bottlenecked situations over object LOD, and can be tweaked specifically for flora
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doodlum
I made a shader modification for tree LOD where I'm currently happy with the results. Because lighting is simulated through normal maps, it would need DynDOLOD to support it by adding a config to check for what worldspaces use the format, and drawing out normals to the bottom of the atlas. There's an additional mask in the alpha channel available which is unused. Additionally the atlas could be tiled further for additional masks.
Only the texture coordinate is available for unique information about the current pixel. The vanilla shader is so stripped down there is only that. Additional information is provided through RE plus generated normals and tangents.
https://www.nexusmods.com/skyrimspecialedition/images/182805
I don't really know how good of an option this is. If it's a bad idea or just won't be supported then I'll drop this. It should theoretically be beneficial in bottlenecked situations over object LOD, and can be tweaked specifically for flora
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