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PBR-shaded particle performance #28

@mbrea-c

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@mbrea-c

The current approach to rendering pbr-enabled particles is pretty expensive, as it can result in the pbr shader code being called many times when several transparent particles are visible in the same pixel. This can bottleneck performance sooner than I originally expected.

Investigation is needed into possible optimizations. Some ideas:

  • Optionally render particles at a smaller resolution and upscale

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