Original Post
I've been exposed to shaders for a short stint, and have been exposed to a number of lighting techniques.
I have a couple of questions regarding shaders:
1) What are some kinds of techniques that can be integrated into existing shader techniques?
Example: I have a basic Per-pixel lighting shader up. Can I integrate shadows into the lighting equation with minimal effort?
How about deferred shading, HDR lighting, etc? Can all these be combined into one shader that is used for objects that need to be
lit up? Or are there some kinds of techniques that if 'you choose technique A, you forgo technique B'? (Would love it if you can give an
example here)
2) How costly can setting uniform variables per frame be? I'm thinking of supplying some constant variables(example: WorldViewProjectionMatrix) to all shaders so there's no need to write extra code to constantly supply that uniform variable.
I have a couple of questions regarding shaders:
1) What are some kinds of techniques that can be integrated into existing shader techniques?
Example: I have a basic Per-pixel lighting shader up. Can I integrate shadows into the lighting equation with minimal effort?
How about deferred shading, HDR lighting, etc? Can all these be combined into one shader that is used for objects that need to be
lit up? Or are there some kinds of techniques that if 'you choose technique A, you forgo technique B'? (Would love it if you can give an
example here)
2) How costly can setting uniform variables per frame be? I'm thinking of supplying some constant variables(example: WorldViewProjectionMatrix) to all shaders so there's no need to write extra code to constantly supply that uniform variable.