From df059f79c7c51071c06fd65aeaa8b8e706125294 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Wed, 22 Apr 2026 16:53:08 +0200 Subject: [PATCH] Optimize out loading texture `DefaultLensDirt` if it's not needed --- Source/Engine/Renderer/PostProcessingPass.cpp | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/Source/Engine/Renderer/PostProcessingPass.cpp b/Source/Engine/Renderer/PostProcessingPass.cpp index 7c7ea48d2..206087303 100644 --- a/Source/Engine/Renderer/PostProcessingPass.cpp +++ b/Source/Engine/Renderer/PostProcessingPass.cpp @@ -546,7 +546,10 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input, // - 5 - LensStar - lens star texture // - 7 - ColorGradingLUT context->BindSR(0, input->View()); - context->BindSR(4, GetCustomOrDefault(settings.LensFlares.LensDirt, _defaultLensDirt, TEXT("Engine/Textures/DefaultLensDirt"))); + if ((useLensFlares || useBloom) && settings.LensFlares.LensDirtIntensity > 0) + context->BindSR(4, GetCustomOrDefault(settings.LensFlares.LensDirt, _defaultLensDirt, TEXT("Engine/Textures/DefaultLensDirt"))); + else + context->BindSR(4, device->GetDefaultBlackTexture()); context->BindSR(7, colorGradingLutView); // Composite final frame during single pass (done in full resolution)