Timeline for What is the depth that a pixel shader may output? Is it necessary to write Depth?
Current License: CC BY-SA 3.0
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Nov 20, 2013 at 2:50 | comment | added | Robert Fraser | Don't output depth unless your shader absolutely needs to! Most graphics cards do two depth culling passes, "early-Z" and "late-Z". If your shader doesn't write depth, the GPU can do "early-Z", which means that if the fragment is behind something or won't be shown, it can skip a lot of processing and never even run your shader. You don't need to know what all that means, but only write to SV_Depth if your algorithm absolutely requires it (or you're doing some screen space thing where depth hasn't been written at all yet). | |
Nov 19, 2013 at 22:52 | answer | added | SICGames2013 | timeline score: 0 | |
Nov 19, 2013 at 18:23 | vote | accept | c4sh | ||
Nov 19, 2013 at 18:12 | history | tweeted | twitter.com/#!/StackGameDev/status/402861971533750272 | ||
Nov 19, 2013 at 15:57 | answer | added | Evan | timeline score: 2 | |
Nov 19, 2013 at 15:43 | history | asked | c4sh | CC BY-SA 3.0 |