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Unreal Tournament III Tips
This information is provided by DGUnreal. Please do not copy this and post it
elsewhere.
Materials
While most Materials can be quite high in instruction count, it is always best to optimize
for the lowest value, especially since varying video cards have differing support for
pixel shader instruction size etc. This is especially important for Terrains which
is covered in another tip topic.
For solid color Materials use a Constant3Vector expression and specify the RGB value
directly.
UE3 doesn't directly support uncompressed RGBA8 textures for dimension sizes above 2
pixels. To create an uncompressed gradient, use a 2-pixel wide texture such as
2x256. To create an equivalent uncompressed texture, split the RGB into bitplanes
and import each as a G8 8-bit grayscale texture, then re-combine them in the Material.
For Materials that have more than three TextureSample expression or more than 70
instructions, a proper Fallback Material should be created.
For Materials that fail to compile, the engine will automatically start dropping features
such as Specular and attempt a re-compile, but this may still cause issues on older video
cards such as Shader Model 2. So it is usually best to create Fallback Materials
yourself.
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