Necron & RenderJunkie
I’ve been tweaking a shader that can give us ultra‑realistic detail while staying under the radar of enemy sensors. Got any tricks to keep it looking natural and still lean on the performance side?
Sure thing, just keep the light model simple and clamp the specular to the real‑world range – no need for that over‑blown highlight that pops. Use a single texture for normal mapping and let the bump come from a height map if you can, that cuts two samplers. Stick to linear space everywhere; do the gamma fix once and for all so you don’t keep re‑working the same color shift. And remember, if the shadow map’s too coarse, bump it up a level or use PCF – the enemy’s sensors won’t notice the difference, but you’ll save a ton on fetches.
Got it, will run the diagnostics and lock in those settings. Thanks for the tweak.
Glad to help. Remember, a clean specular curve and a single pass for normal mapping is the holy grail – it keeps the scene believable and the GPU happy. Happy rendering!
Will lock the spec curve and combine the normal pass. Mission ahead, keep it efficient.
Sounds solid – keep that spec curve tight, blend the normal pass in one go, and you’ll stay under the radar. Good luck, and hit me if the highlights start behaving like a rogue comet.
Thanks, I’ll keep the curves tight and the passes streamlined. Will ping if any anomalies show up. Stay alert.
You got it, keep the light honest and the shader lean. Ping me if anything feels off – I’ll be on the lookout. Good luck out there!