Optimize out loading texture DefaultLensDirt if it's not needed

This commit is contained in:
2026-04-22 16:53:08 +02:00
parent 11aeaba92a
commit df059f79c7
@@ -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)