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State-of-the-Art SkyBox Rendering

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So I'm just looking at doing a simple skybox that samples a cubemap.  I can think of two main ways I'd do this:

  • Classic, geometry centered around the camera rendered at full depth.  I think I'd opt for a tetrahedron instead of a box, but it's the same general idea.
  • Full-screen quad where the sampling direction is just figured out in the shader.

I like the latter option for its simplicity and because it seems like I could just make a compute shader for it.  But I'll lose any benefit of the z-buffer, won't …


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