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 I. I'll have to evaluate every pixel and I might as well render it up-front and then draw on top of it. Whereas with the geometry approach I can render it last and only shade the parts of the sky that are visible.
Anyone have any insights? What's state-of-the-art right now, specifically for skybox rendering? (Not sky rendering in general, i'm not looking for ray-marched clouds or atmospheric scattering. Specifically just the skybox itself)