conditionals are 'expensive' in the sense that they aren't hard branching code, they execute all code regardless of whether or not a conditional is matched. if the logic going into a conditional is relatively effective, they are generally okay. math operations are 'cheap' on current gen hardware. texture fetches are not.
I made a quick version of Klemen Lozar's Fake RBD Fracture shader. I used houdini to store pivot locations for each chunk in additional UV channels and then controlled the fracture in the shader, you'll find the setup below. Houdini Export Setup: Point Wrangle Code: Mesh Pre-Fracture: Shader in Unreal using Pivot Painter…
Hey there @DeepSpaceBanana I really love that burning shader you did and thanks a ton for the breakdown! I got one question tho, if you don't mind. *In the sphere mask section of your breakdown you have those Parameters Collection Nodes Can you explain what actually is in them and how they work?
@DeepSpaceBanana As always thank you for the excellent breakdown information, you're doing everyone a great service when you do them. I'm curious as to what the differences are between your method for the char and burn areas and say an IF node or 2? I imagine some level of greater control, any performance gain or is IF…
Thanks! It really depends, sometimes it just comes from something in my head, sometimes I get inspired by something someone else made. Sometimes it's just me repurposing something I made previously to see what else I can do with it. For example, I wanted to do the Fog of War thing after I saw this cool effect on twitter…