Kernels/Convolution Shaders (Blur, Bloom, Edge detection, etc.) on the Quest
So i'm working on converting my rift apps to the quest, and it's been challenging to say the least. I'm working through a lot of performance optimizations but one in particular brings me here to seek wisdom:
mobile gpus render tiles one at a time, which makes convolution operations - like gaussian blur, edge detection, bloom, etc. - very bad. This is because when you sample neighboring pixels, those samples are sometimes outside of the current tile.
i'm wondering if anyone has found ways to efficiently perform blurs, blooms, and other kernel convolution operations on mobile?
some of my apps depend on grab pass blurs.
some of my apps depend on grab pass blurs.
I'm working in Unity 2018.3.x at the moment.
