4
votes
Unity ignoring the deferred shader
Note that some of the functions used here have been deprecated in Unity 5.5, but I have tested it to work.
In Unity 5.5, many changes have been made. The most significant, being that the dot product ...
3
votes
Accepted
Correctly Implementing SSAO
I eventually figured it out, and the issue wasn’t with the shader code itself but rather with the data I was sending to the shader. Specifically, many of the textures I was using were defined as ...
2
votes
Artifacts when trying to implement Cook-Torrance BRDF
When you see abrupt patches of black like these often the cause of this are NaNs (Not A Number) from divisions by zero.
And then anything multiplied by an NaN will give an NaN or (almost) any other ...
2
votes
Accepted
Deferred shadow mapping
Normally the 0.5 bias should have been included in the matrix (so I don't think it should be after the division by w) so this shouldn't appear:
...
2
votes
Accepted
What's the use and difference between Forward, Deferred and Physically Based Rendering?
First, I wouldn't consider PBR to be separate from forward or deferred rendering. You can use PBR in either forward or deferred rendering, as I understand it. Physically-based rendering just means ...
2
votes
How do multiple render targets get rendered onto the back buffer(s) then screen?
The render targets become sampling textures for a final compositing pass shader rendering to the back buffer.
The GPU doesn't do any automatic flattening. It all has to be done in a shader.
Ping-...
2
votes
Accepted
Stencil pass in deferred rendering - far plane
Depth clipping can be disabled in other graphics APIs as well, this is a normal feature, so this is one way to solve the problem.
You can draw front faces of light geometries when you are outside of ...
2
votes
Accepted
OpenGL Deferred Shading Pixelation
I used to get pixelated light when precision of gBuffer textures was low.
Use GL_RGB16F or GL_RGB32F as internal format for position.
Position can be reconstructed from depth texture like this, so no ...
2
votes
Accepted
Implementing a Deferred Renderer (Basic Understanding)
In short, there's nothing super special about a deferred renderer when it comes to drawing the initial scene. You just submit your triangles via VBs/IBs, state, and the ...
1
vote
Accepted
error X3671: loop termination conditions in varying flow control cannot depend on data read from a UAV
The answer is effectively to use [allow_uav_condition] but in the right place
what does not work is to place the condition before the if statement even if it is where I need it
...
1
vote
Accepted
Optimizing a deferred renderer
Many hours of debugging later, and while looking at an unrelated problem, I noticed that for whatever reason, I configured all my G-buffers with RGBA_32F precision, ...
1
vote
OpenGL color attachments don't work
Solved by replacing count of color channels of gPosition and gNormal to 4 (RGBA16F) as ...
1
vote
Accepted
How to calculate normal from normal map in world space? (OpenGL)
When using a deferred rendering pipeline, your normal-mapping workflow is as follows:
Writing to GBuffer:
Vertex shader:
Compute T, B, and N vertex properties.
Multiply by normal matrix.
Construct ...
1
vote
Correctly transforming normals for G-Buffer in Deferred Rendering
In the case of a deferred system, your pipeline is as follows:
Compute projection matrix
Compute view matrix
Compute world to screen ( mat4 pm = projection * view )...
1
vote
Different lighting models in deferred rendering
One way to do it is to have 3 different shaders and simply using the one that you need at the time. There are a number of ways you can do this.
You could have 3 separate files (or just strings in ...
1
vote
Multi-pass rendering using FBO and combining resulting textures
The technique you seam to be referring to in your pseudo-code is deferred shading.
It's a technique where you defer shading to a later stage by rendering to intermediary render targets and finally ...
1
vote
Tiled deferred shading without compute shader
You can sort of fake it with a pixel shader, but it requires an extra pass. I don't claim this is a great approach, BUT it will work:
Create two low-res render targets - say, 1/8th of your ...
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