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Reimplement support for bicubic sampling in LightmapGI #77912

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Calinou
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@Calinou Calinou commented Jun 6, 2023

This brings it to feature parity with 3.x's lightmapping implementation.

Only supported in Forward+, not Forward Mobile as the push constant for instances is already full (128 bytes).

I won't have much time to work on this, so please look into continuing this in your own branch if possible. I don't even know if the way of passing the lightmap texture size is correct – as I understand it, it needs to be per-instance as multiple LightmapGIs can be used in the same scene at the same time. 3.x used a uniform here, but we don't seem to use uniforms anymore in the 4.x scene shader.

TODO

  • Make it work correctly. Currently, it breaks scene rendering even though the shader compiles successfully:

image

  • Add a project setting to disable bicubic sampling for low-end systems.

This brings it to feature parity with 3.x's lightmapping implementation.

Only supported in Forward+, not Forward Mobile as the push constant
for instances is already full (128 bytes).

TODO:

- Make it work correctly.
- Add a project setting to disable bicubic sampling for low-end systems.
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Calinou commented Mar 27, 2024

@Calinou Calinou closed this Mar 27, 2024
@Calinou Calinou removed this from the 4.x milestone Mar 27, 2024
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Vulkan: LightmapGI bicubic sampling not implemented (unlike BakedLightmap in 3.x)
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