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Reduced vertex shader instruction count by approx. 10% via:
- added new line mesh that has vertices at positions that can be directly multiplied - pre-divided line width and removed some unnecessary division in pixel shader Todo: - look at better distance field computation - look into better texture index computation to get rid of if there
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- Content/DynamicLineMaterial-Unoptimized.uasset 0 additions, 0 deletionsContent/DynamicLineMaterial-Unoptimized.uasset
- Content/DynamicLineMaterial.uasset 0 additions, 0 deletionsContent/DynamicLineMaterial.uasset
- Content/DynamicLineMaterialNewBackup.uasset 0 additions, 0 deletionsContent/DynamicLineMaterialNewBackup.uasset
- Content/DynamicLineMaterialOldBackup.uasset 0 additions, 0 deletionsContent/DynamicLineMaterialOldBackup.uasset
- Content/DynamicLineMaterialTesting.uasset 0 additions, 0 deletionsContent/DynamicLineMaterialTesting.uasset
- Content/line.uasset 0 additions, 0 deletionsContent/line.uasset
- Content/optimized_line.uasset 0 additions, 0 deletionsContent/optimized_line.uasset
- Source/InstancedMeshLineRendering/Private/GPUInstancedLineComponent.cpp 10 additions, 10 deletions...edMeshLineRendering/Private/GPUInstancedLineComponent.cpp
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