FlaxEngine / FlaxEngine/FlaxEngine

[Feature Request] Compute shader skinning and morph target compution

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graphics performance suggestion
Dominant language
C++
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Description

Now skinning calculations are done in the surface shader and morph targets are calculated on CPU.
This issue proposes leveraging a separate compute shader prepass for vertex skinning and morphing.
- Putting skinning in a separate prepass may cut down the complexity and coupling of the surface shader, which may potentially cut down GPU bandwidth usage.
- Calculating morph targets together with skinning on GPU provides may provide a performance edge over the current CPU implementation.

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