Differentiate forward and deferred rendering
Open
core
enhancement
rendering
shader
- Dominant language
- C#
- Stars
- 6
- Forks
- 0
- Avg merge
- 1h 1m
- Merged PRs (30d)
- 2
Description
# Forward Rendering
- Lights calculated per object in the main fragment shader.
- Few lights
- mobile/VR
Q: Do we need a separate pre-built shader for this?
A: TBD
Q: Should we set a maximum allowed lights for this? (Current implementation as of writing uses 4 point lights, 1 directional light and 1 spotlight.)
A: TBD
# Deferred Rendering
- G-buffer stores world data
- lighting is applied in a separate full-screen pass.
- Many lights
- more complex scenes
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