
Added a subtle shade to differentiate surfaces (e.g., making walls slightly brighter than doorways) to improve clarity without significantly impacting performance. Here’s the key point:
- Performance Impact: Minimal. Adjusting the brightness slightly in the existing shader logic won’t cause significant overhead, especially compared to geometry complexity.
This approach maintains excellent performance and visual clarity without adding significant computational load.
I also capped the minimum outline thickness to improve visibility and differentiated walls, doors, enemies and gun-related things from each other.