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    • Biomes Workflow
    • Adding Displacement
    • Making Holes in the Landscape
    • 🎬 Landscape Caching for better Performance
    • Using a Satellite Material
    • Using a Fresnel effect on the Instance
  • SCALABILITY AND CROSS-PLATFORM DEVELOPMENT
    • Performance Tips
    • Scalability Options
    • Unified Cross-Platform Development
      • ES3.1 Limitations Breakdown & Best Pratices
      • All Switches & Features for ES3.1
      • Samplers Cost Table
  • Current state
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  • Material Tab
  • Mask Tab
  • Effects Tab
  • Grass Tab
  • Global Tab
  1. SCALABILITY AND CROSS-PLATFORM DEVELOPMENT
  2. Unified Cross-Platform Development

Samplers Cost Table

PreviousAll Switches & Features for ES3.1NextFrequently Asked Questions - Solving Issues

Last updated 7 months ago

When rendering using ES3.1, textures are treated differently and features have different costs compared to SM5/6.

The chart below will give the numbers of samplers taken by each feature on ES3.1, so you can see what you'll be able to use at the same time. An empty cost in the chart means no sampler cost.

Remember that on ES3.1, there are a total of 16 Samplers available maximum per material, and 2 of them are taken by Unreal (for Reflections and Lighting rendering) ; so 14 available to the user.

More than that and the Instance won't compile.

It may be necessary to disable some features and effects on Mobile to keep the numbers of samplers in check. (See All Switches & Features for ES3.1 to see what features are available).

You can see the current number of samplers with the Mobile Sampler meter at the bottom of the Builder Interface if Unified Cross-Platform development is enabled.

Features indicated with a * are one-time only costs, meaning that the total cost of them will be the same regardless if you use it on a single Sub-Layer or on all of them.

Example : If the UV Breaking is used at least once, it'll add 4 samplers, regardless of the numbers of Sub-Layers it's used on.

Features without the * are added for each Sub-Layer they're used on.

Example : If the Parallax Occlusion Mapping is used on 3 Sub-Layers, they will cost 3 samplers.

Material Tab

Feature
Cost

Distance-Based UV Scaling

Break UV Tiling * (Any type of UV breaking in Mask, Mat, Effects)

4*

Use Triplanar Mapping

Parallax Occlusion Mapping

1

Base Color *

1*

Normal Map *

1*

ORM Map *

1*

Displacement Map

Mask Tab

Feature
Cost

Start from White Mask

Use Random Noise * (Any type of noise usage in Mask, Mat, Effects)

1*

β”” Break UV Tiling (Use Random Noise) * (Any type of UV breaking in Mask, Mat, Effects)

4*

Directional

Slope

Height-Based

β”” Fade Mask using Map (Height-Based)

1

Splatmap

1

Effects Tab

Feature
Cost

Darken/Lighten Material w/ Normals

Darken/Lighten Material w/ Noise * (Any type of noise usage in Mask, Mat, Effects)

1*

β”” Break UV Tiling (Darken/Lighten Material w/ Noise) * (Any type of UV breaking in Mask, Mat, Effects)

4*

Add Water Layer *

1*

Add Sparkles *

1*

Grass Tab

No features cost any samplers as they are used only for the Grass map, which is separated from the rest of the Material.

Global Tab

Feature
Cost

Use Satellite Material

3 (2 if uniform ORM)

Use Global Fresnel

β”” Use Normal Map

1

Global Texture Overlays

β”” Normal Map

1

β”” AO Map

1

Mobile Sampler meter : will show how many samplers are used of of the allowed 16.
Mobile Sampler meter when too many samplers are used.