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#Actualnekitusan

Posted 24 December 2013 - 09:14 AM

I am wondering how a shader/material system based on blocks would work in a deferred renderer. Since in deferred rendering we can use just a shader to render the screen quad, I see it as an ubershader automatically generated from all the custom shaders the user creates and based on the current pixel material id you choose the right shader function to take over the lighting. Thing is, if you have lets say 100 custom shaders created in the node based shader editor, having a switch in the main shader function to choose the right entrypoint might be a little too much. I have seen unreal4 does some node based materials, so what do you guys think about this topic?

#1nekitusan

Posted 24 December 2013 - 09:12 AM

I am wondering how a shader/material system based on blocks would work in a deferred renderer. Since in deferred rendering we can use just a shader to render the screen quad, I see it as an ubershader automatically generated from all the custom shaders the user creates and based on the current pixel material id you choose the right shader function to take over the lighting. Thing is, if you have lets say 100 custom shaders created in the node based shader editor, having a switch in the main shader function to choose the right entrypoint might be a little too much. I have seen unreal4 does some node based materials, so what do you guys think about this topic?

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