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Utility private ShaderPass class to abstract some code scattered in the codebase #4328

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merged 3 commits into from
Jun 14, 2022

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mvaligursky
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Related to #4325 (does not handle the renaming part yet)

@slimbuck
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slimbuck commented Jun 14, 2022

This is so much better!

Though TBH I'm now wondering why we store the precise type of shadow generation as a parse! Seems like SHADER_PARSE should be 'shadow depth' and the shadow type should be stored separately.

This would simplify all the code that does parse-specific logic.

@slimbuck
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(This is actually a question @mvaligursky - what do you think?)

@mvaligursky
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we generate different shadow rendering shaders based on those passes, and store them in an array of shader variants both in material and mesh instance - so its convenient to have a single index for all shader variants (shadow or otherwise)

Co-authored-by: Will Eastcott <will@playcanvas.com>
@mvaligursky mvaligursky merged commit 40cd39d into main Jun 14, 2022
@mvaligursky mvaligursky deleted the mvaligursky-shader-pass branch June 14, 2022 15:52
This was referenced Jun 20, 2022
@mvaligursky mvaligursky mentioned this pull request Jul 11, 2022
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4 participants