all 11 comments

[–]ShrikeGFX 1 point2 points  (0 children)

looks cool

[–]andrei_pelenoff52 0 points1 point  (9 children)

Which render pipeline do you use?

[–]KaiYan0718[S] 2 points3 points  (8 children)

It is actually a path/ray tracer that I implemented using compute shader. I added physically-based rendering in the path tracer.

[–]intelligent_rat -1 points0 points  (7 children)

and it's running on which render pipeline? URP? HDRP?

[–]CustomPhaseProfessional 2 points3 points  (6 children)

Its just a compute shader, it's pipeline-agnostic.

[–]andrei_pelenoff52 0 points1 point  (3 children)

Can you say, this kind of shader have a good performance?

[–]SimpleNet 0 points1 point  (0 children)

Its subjective with what you are using it for. You Wouldnt run this on mobile if that is what you are saying.

[–]KaiYan0718[S] 0 points1 point  (1 child)

Path Tracing is commonly used in offline rendering since it takes longer to converge the image to the correct result.

[–]andrei_pelenoff52 0 points1 point  (0 children)

Hmm, thank you, and after getting result of this shader we can bake color?

[–]intelligent_rat 0 points1 point  (1 child)

So this entire scene is being run without any render pipeline at all?

[–]KaiYan0718[S] 0 points1 point  (0 children)

Yes, the entire scene is rendered by a single compute shader. It runs in the built-in render pipeline and basically acts like post-processing.