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by dev_snd
1159 days ago
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This is the reason it only works with directx 8 or 9: they have a pretty rigid render path with a clearly separated vertex and pixel shader pipeline. For directx 8, you would for example specify light sources as part of special draw calls to the directx API, which makes it easier to translate them to a ray traced scene graph. Shader tools like reshare also use heuristics to detect which of the framebuffers contains a depth map to add effects like SSAO to older games. I imagine that rtx remix can to similar things to detect where in a shader the light coordinates are stored: after all most shaders look pretty similar when it comes to implementing a Phong shader etc. |
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