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by zubspace
3942 days ago
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Things get interesting when the number of possible code paths increase. One such beast is the Unity Standard Shader. There are dozens of combinations depening on Metallic/Specular PBR, Multi-Texturing, Shadows, Light Types, Light Baking, Forward/Deferred Rendering and so on. Combine this with different backends (OpenGL, OpenGL ES, DirectX, Vulcan) and graphic card abilities and at some point adding new stuff gets quite complex. I guess they simply throw money and play testers at this problem. (Unreal probably more so than Unity) But how long can you scale this up? |
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