I thought the problem of variable material complexity was handled in DXR1.0 by assigning different hit shaders for each material? 🤔
I thought the problem of variable material complexity was handled in DXR1.0 by assigning different hit shaders for each material? 🤔
Do I understand it correctly that each full-res pixel will only contain contribution from 2 lights in the end, i.e. the two that were output from WRS? Or do you also use the 6 "losing lights" somehow?
Do I understand it correctly that each full-res pixel will only contain contribution from 2 lights in the end, i.e. the two that were output from WRS? Or do you also use the 6 "losing lights" somehow?