Deferred Shading
← Soft Shadows | ● | Image Based Occlusion →
The main application areas of deferred shading is
- Tile-based rendering on low-end platforms.
- PowerVR mobile platform
- Hi-end shading algorithms in computer game engies.
- Crytek Engine
The technique of deferred shading separates the task of shading into a first rendering pass where the fragment attributes are gathered in multiple rendering buffers and a second rendering pass, where the final fragment color is computed from the precomputed attribute values in the buffers.
First rendering passes for computing color-, normal- and z-values:
Final rendering pass showing the composited image:
The main advantage is that costly shading operations are deferred into the final pass where they are only executed once per fragment. This technique is also employed by the Eevee render engine of blender.
For more reading see wikipedia.
A practical example:
← Soft Shadows | ● | Image Based Occlusion →