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You just need to load the lighting value at the position of the pixel. // Example pixel shader DX11 float4 PixelShader(PixelLocation : SV_Position) : SV_Target0 { //... int3 SampleIndex = int3(PixelLocation.xy, 0); float4 lighting = LightingBuffer.Load(SampleIndex); //... } Info on Load here.


In deferred shading all the material properties are rendered into the G-buffer, e.g. albedo, normals, roughness, metalness, etc. that are needed for BRDF evaluation. After this step shading is performed for pixels within light volumes using light and material properties as input to the BRDF. The problem with deferred shading is that more complex BRDF's (e.g. ...

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