Turn off alpha blending when doing blur shader#108
Merged
ryanfleury merged 2 commits intoEpicGamesExt:devfrom Jan 23, 2024
Merged
Turn off alpha blending when doing blur shader#108ryanfleury merged 2 commits intoEpicGamesExt:devfrom
ryanfleury merged 2 commits intoEpicGamesExt:devfrom
Conversation
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
This should increase performance of a blur shader.
Alpha blending was really used only for sdf corner calculations. The weights for summing color does not really matter - as sum of weights adds to 1.0. So only actual alpha usage is from sdf.
This code changes blur behavior a bit. It does the blur only wherever corner alpha is >= 0.9. But I believe this should not be noticeable, as you're always drawing borders of a box on top of it, so any "incorrectly" blurred sdf corner pixels will be covered by the box border.
Code includes bugfix when calculating kernel weights for smaller than 1px blur size for my previous PR.