This method enables or disables early Z-pass for the camera.
SetDepthPrepass(boolean mode)
Parameter | Description |
---|---|
mode | if set to true early Z pass will be enabled |
By default, Ultra Engine will render the depth only in a pre-pass before final rendering. This ensures that expensive lighting calculations are only performed on unoccluded pixels. However, in vertex-heavy scenes, or scene with heavy tessellation, it can be faster to disable the camera depth pre-pass with this method.
Disabling the depth prepass can also be useful when debugging tessellation shaders, or other shaders that alter vertex positions.