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 …