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I am now moving on to injecting new shader code and writing out new data. Here, I've rendered out all valid objects for deferred rendering, and then in a new shader pass, rendered that out to the red channel. After each deferred pass this data is correctly wiped.
I should probably have used a more appealing colour.
Now, I need to start moving over shader code and lighting data into this new system.
33 comments
As mostly a VR player, I find running an ENB not worth the performance hit, especially with how good reshade has become.
If this is completed, we can finally have a more performant way of getting godly lighting!
Godspeed my man!
This means mods like ELFX, ELFX Shadows and Lux would no longer need to include "patched" meshes as part of their resources, so it should improve compatibility with all lighting mods which have traditionally relied on this splitting technique as a fix.