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# Objective - The bloom effect is currently somewhat costly (in terms of GPU time used), due to using fragment shaders for down- and upscaling (compute shaders generally perform better for such tasks). - Additionally, one might have a `BloomSettings` on a camera whose `intensity` is only occasionally set to a non-zero value (eg. in outside areas or areas with bright lighting). Currently, the cost of the bloom shader is always incurred as long as the `BloomSettings` exists. ## Solution - Bail out of the bloom render node when `intensity == 0.0`, making the effect free as long as it is turned all the way down. |
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