NVIDIAGameWorks / NVIDIAGameWorks/rtx-remix
Setting to allow specific draw calls to be excluded from the vertex color strength property
Nobody has claimed this yet.
- Dominant language
- No language data
- Stars
- 1.7k
- Forks
- 99
- PR merge metrics
- No merged PRs in 30d
Description
Add a way to disable vertex color on most draw calls (to get rid of baked lighting), while preserving it on specific draw calls.
For example:
In this screenshot, the vertex color strength parameter is set to 0
And in this screenshot, the vertex color strength is set to 1.
This causes the lights on the building in the distance, and the neon lights under the car to be colored as intended, but it also introduces baked lighting on other objects (notice how the road and the surroundings are warmer in color). This is undesirable since all the lighting is now realtime.
Contributor guide
No contributing guide indexed for this repository
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
The issue names no files, tests, or entry points. Start by locating the vertex color strength setting and the draw-call handling it affects, then determine how per-draw-call exclusions would be represented. Done means most draw calls can ignore vertex color while selected calls retain it without introducing baked lighting elsewhere.
Written by the indexing model from the issue text.
Assessment
- Domain
- computer-graphics, game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100