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Frosted Glass
 

Frosted Glass



First attempt to integrate roughness into transparency blending. This is actually an effect I have never before tried to do.

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7 hours ago, Genebris said:

So you have lit transparent shaders now? Not like in Leadwerks?

Yes, Ultra is a forward renderer. You can have multiple layers of lit transparent surfaces.

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5 minutes ago, Genebris said:

Forward only? That could be a huge bottleneck.

How?

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If I have more than a couple lights and every model is rerendering multiple times. Going to tank GPU performance, isn't it?

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9 minutes ago, Genebris said:

If I have more than a couple lights and every model is rerendering multiple times. Going to tank GPU performance, isn't it?

I think that only happens in Goldman Sachs' game engine. We don't have those problems: 

 

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