@scslover Yes because fetching a texture returns a vec4 (RGBA) value. If you look at the generated HLSL code from the material editor this will show as duplicated code (the same expression repeated) but this will be optimised by the assembler. Texture fetches can be expensive so you want to keep this as minimal as you…
Interesting stuff . Though I don't think 2.5.1 of never using alpha compression should be a hard and fast rule. This removes a texture fetch which isn't the cheapest operation in the shader, so it becomes a case of balancing texture memory vs run-time performance. I should also add that if you view the HLSL code it will…
This is good info. I didn't know about 'texture fetching' and I haven't jumped into understanding the HLSL code yet. I'm trying, but my schedule is very busy these these few weeks. :) Thanks for the info! So you're saying that by removing the alpha channel, it drops a texture fetch. Me, assuming a texture fetch includes…
I've decided to shift all Unreal Engine tutorials and information, including free tools, materials, textures and uassets to my website at: B3D Game Dev http://b3dgamedev.com It's still in it's early phases of development, but there are tips on unreal tools already in there. I'm always open to questions or…