Hello! Sorry for not using the issues tab for an issue, but I wasnt sure of a better way to ask this; Do you have any ideas or suggestions for optimizing the pipeline? I am integrating the pipeline into my unity pathtracer(so dealing with HLSL(/SLANG compile path)) and I do notice it is significantly slower than my previous disney BSDF(like 50% at times), which I was trying to get away from due its inaccuracies with the pdf calculations.
Also, at least in my experience, with unity/HLSL with this implementation, I do notice that the non-texture mode for energy compensation is completely unusable and renders the diffuse completely black, as indexing into such long arrays dynamically just doesnt compile correctly/refuses to actually sample. Switching to the texture mode solves this ofc.
Thanks! And sorry for the trouble.
Hello! Sorry for not using the issues tab for an issue, but I wasnt sure of a better way to ask this; Do you have any ideas or suggestions for optimizing the pipeline? I am integrating the pipeline into my unity pathtracer(so dealing with HLSL(/SLANG compile path)) and I do notice it is significantly slower than my previous disney BSDF(like 50% at times), which I was trying to get away from due its inaccuracies with the pdf calculations.
Also, at least in my experience, with unity/HLSL with this implementation, I do notice that the non-texture mode for energy compensation is completely unusable and renders the diffuse completely black, as indexing into such long arrays dynamically just doesnt compile correctly/refuses to actually sample. Switching to the texture mode solves this ofc.
Thanks! And sorry for the trouble.