06-07-2022, 03:44 PM
(06-07-2022, 02:37 PM)locque Wrote: Is getting anything rendered using screenspace splatting in single-pass prohibitively difficult, or is it only certain parts like lighting and refraction? Would a very basic fluid fluid renderer that supports single pass be possible?
Most issues lie at the core of how splatting works, lighting/refraction are done after splatting: splatting calculates normals/depth of the fluid surface, and then all lighting and shading is done in a deferred fashion.