Hi everyone,
First of all, thank you for the incredible work on Voxy. The performance and visual fidelity of the voxel-based LODs are a game-changer for Minecraft's technical landscape.
I would like to formally suggest implementing (or improving) interoperability with the Iris/Oculus shader pipeline. Specifically, I am looking for a way to have Voxy's LOD geometry correctly rendered when using high-end shaders like Complementary Shaders and Rethinking Voxels.
To achieve a seamless visual transition, the following technical points would be crucial:
G-Buffer Injection: Ensuring that Voxy’s LODs are correctly written to the depth and normal buffers so that shader effects like Atmospheric Scattering, Volumetric Lighting, and Screen Space Reflections (SSR) apply to the distant geometry.
Lighting Data Synchronization: Especially for Rethinking Voxels, which utilizes its own voxel-based global illumination. It would be amazing if the LODs could interact with the shader’s light-propagation-volume or at least receive consistent shadow maps.
Vertex Data Consistency: Maintaining uniform shading between the active chunks and the Voxy-rendered LODs to prevent 'pop-in' or lighting-mismatches during the rasterization process.
I understand that bridging the gap between a custom LOD-renderer and a complex shader-core is a massive undertaking. However, this compatibility would elevate the immersion to a whole new level.
Thanks for considering this request!
Hi everyone,
First of all, thank you for the incredible work on Voxy. The performance and visual fidelity of the voxel-based LODs are a game-changer for Minecraft's technical landscape.
I would like to formally suggest implementing (or improving) interoperability with the Iris/Oculus shader pipeline. Specifically, I am looking for a way to have Voxy's LOD geometry correctly rendered when using high-end shaders like Complementary Shaders and Rethinking Voxels.
To achieve a seamless visual transition, the following technical points would be crucial:
G-Buffer Injection: Ensuring that Voxy’s LODs are correctly written to the depth and normal buffers so that shader effects like Atmospheric Scattering, Volumetric Lighting, and Screen Space Reflections (SSR) apply to the distant geometry.
Lighting Data Synchronization: Especially for Rethinking Voxels, which utilizes its own voxel-based global illumination. It would be amazing if the LODs could interact with the shader’s light-propagation-volume or at least receive consistent shadow maps.
Vertex Data Consistency: Maintaining uniform shading between the active chunks and the Voxy-rendered LODs to prevent 'pop-in' or lighting-mismatches during the rasterization process.
I understand that bridging the gap between a custom LOD-renderer and a complex shader-core is a massive undertaking. However, this compatibility would elevate the immersion to a whole new level.
Thanks for considering this request!