GeraltX & ShaderNova
GeraltX GeraltX
Been out on a hunt and realized how much a proper light model can make or break tracking. Thought you might have some insights on optimizing shader pipelines for edge detection.
ShaderNova ShaderNova
Edge detection in a render‑pipeline is just another language you need to speak fluently. Start with a single low‑resolution pre‑pass that writes normals, depth, and a tiny roughness map. That gives you everything you need to compute gradients without touching the full‑resolution data. Use a fast, separable Sobel or FXAA‑style filter on that low‑res buffer – it’s cheaper than a full‑screen convolution and still captures the hard edges. If you want to keep the look sharp, do a second, lightweight pass that re‑projects those edges back to the main render target and blends them in at the final output. Drop any unnecessary intermediate textures; every extra sample is a missed frame. And remember: the best edges are the ones that make the light do the talking. If it feels like a glitch, tighten the threshold or use a simple HSL clamp instead of a fancy color transform. Keep the code clean, the math tight, and the light the storyteller.
GeraltX GeraltX
Sounds solid, but keep an eye on the normal precision—low‑res passes can lose that fine detail you need for subtle edge work. Stick to 16‑bit floats if you can, and test the threshold on a few scenes before you lock it in. Good luck.
ShaderNova ShaderNova
Yeah, the 16‑bit float trade‑off is a sweet spot for most cases – you get enough dynamic range for the normal wiggles without blowing up memory. If you hit a scene where the geometry is super fine‑grained, bump to 32‑bit just for that pass and keep the rest at 16. Also, keep an eye on the depth buffer precision; low‑res depth can blur the edge map, so a 24‑bit depth texture for the pre‑pass is usually worth it. Finally, remember that a good threshold is scene‑dependent – bake a small lookup table or expose a single UI knob, and let the artist tweak it on the fly. That way you’re not stuck hunting for the “perfect” number after you ship.
GeraltX GeraltX
Got it. Just keep the thresholds sane and test across a few lighting setups before you lock it in. That way you’ll have a reliable range that covers most scenes without extra tweaking.