So what do u think when do people start about asking for Uber Shaders?
Just read the CryEngine 3 specs and had a laugh about that....
Waiting for "Uber Shader Technology"
Waiting for "Uber Shader Technology"
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
Yeah, Crytek has a tendency to hype a lot of things. Essentially they are just using their own definition of a "Uber Shader". Oh well, CryEngine 3 still looks pretty cool.
Also, just curious as to whether anyone would know, does CryEngine 3 use SSGI (Screen Space Global Illumination) for its GI implementation, or is it doing something else?
Also, just curious as to whether anyone would know, does CryEngine 3 use SSGI (Screen Space Global Illumination) for its GI implementation, or is it doing something else?
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No fuzzy "uber" (Or Über in german , Cuz' they're cool like that) shader refers to a shader that tries to do every material on it's own. For instance, emulating the fixed function pipeline in a shader would be a simple example of an uber shader. This is because the fixed function pipeline is designed to handle all types of materials (Albiet not many), so this would be classified as an uber shader.
For example you would have a glass refractive ball and a diffuse stone texture with bumpmapping both using the exact same shader code even though their materials are significantly different through just setting some shader variables/reading material ids from a texture (As they do in deferred rendering). I guess the term "uber" shader would normally refer to an "encompass all" shader in a deferred rendering context in modern terminology, as you more or less HAVE to use the same shader for everything since you can only do the materials in a post processing pass over the whole scene (The alternative would be splitting it up to multiple passes which I guess in most cases would be quite a bit more inefficient).
I use an "uber" shader here and there to simplify things myself.
For example you would have a glass refractive ball and a diffuse stone texture with bumpmapping both using the exact same shader code even though their materials are significantly different through just setting some shader variables/reading material ids from a texture (As they do in deferred rendering). I guess the term "uber" shader would normally refer to an "encompass all" shader in a deferred rendering context in modern terminology, as you more or less HAVE to use the same shader for everything since you can only do the materials in a post processing pass over the whole scene (The alternative would be splitting it up to multiple passes which I guess in most cases would be quite a bit more inefficient).
I use an "uber" shader here and there to simplify things myself.
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Really I don't think they are using "Uber" to mean that type of all encompassing, but rather the all encompassing of platforms (PS3,360,PC). This is the first sentence that comes after the title:
CryENGINE® 3 shaders are written once in a high level language, then compiled automatically to each platform.
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Yea blindside, the joke was that cryengine is so advanced a normal pc cant do all the things it can do.
Thanks for the explanation though, i didnt actually know it was along those lines. We have spoken about similar things before using splicing of shader code at load time to "build" a shader on the fly based on material properties and texture slot allocations.
Thanks for the explanation though, i didnt actually know it was along those lines. We have spoken about similar things before using splicing of shader code at load time to "build" a shader on the fly based on material properties and texture slot allocations.