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8: Renderer Structure
ADM8 edited this page Jun 7, 2026
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The Renderer traces a Single Main Raypath Per pixel, Iterating through Reflective/Transparent/Translucent Surfaces until it Terminates by:
- Hitting an Opaque Surface
- Missing (Sky)
- Reaching Max Iteration Amount
On each step The Raypath Evaluates the Shading Model:
- Samples values needed for Compositing
- Samples Light Contribution (one Raypath per Light)
- Performs Optional Per-Shading Model Effects
After Termination, It composes the Final Color in Layers back to front. Example:
Color = Opaque -> Glass Absorbtion -> Mirror Absorbtion -> Transparent Overlay
DeferredLightingCommon.ush
RayTracingCommon.ush
RayTracingDeferredShadingCommon.ush
RayTracingLightingCommon.ush
AQ_Structs.ush
AQ_Functions.ush
AQ_RaytracingCommon.ush
Shader Inputs
Shader Entry Point
├── AQ_InitBasic.ush
├── Raypath Loop
│ ├── On Hit
│ │ ├── AQ_InitComplex.ush
│ │ ├── AQ_ShadingModel_Dielectric.ush
│ │ │ ├── AQ_AmbientOcclusion.ush
│ │ │ └── AQ_Lighting.ush
│ │ │ ├── Spot Light
│ │ │ │ ├── AQ_ReflectedDirectPointLighting.ush
│ │ │ │ └── AQ_LightingPointLights.ush
│ │ │ ├── Sphere Light
│ │ │ │ ├── AQ_ReflectedDirectPointLighting.ush
│ │ │ │ └── AQ_LightingPointLights.ush
│ │ │ └── AQ_ReflectedDirectLighting.ush
│ │ ├── AQ_ShadingModel_Foliage.ush
│ │ │ └── AQ_Lighting.ush
│ │ │ ├── Spot Light
│ │ │ │ ├── AQ_ReflectedDirectPointLighting.ush
│ │ │ │ └── AQ_LightingPointLights.ush
│ │ │ ├── Sphere Light
│ │ │ │ ├── AQ_ReflectedDirectPointLighting.ush
│ │ │ │ └── AQ_LightingPointLights.ush
│ │ │ └── AQ_ReflectedDirectLighting.ush
│ │ ├── AQ_ShadingModel_DielectricMirror.ush
│ │ │ └── AQ_Lighting.ush
│ │ │ ├── Spot Light
│ │ │ │ ├── AQ_ReflectedDirectPointLighting.ush
│ │ │ │ └── AQ_LightingPointLights.ush
│ │ │ ├── Sphere Light
│ │ │ │ ├── AQ_ReflectedDirectPointLighting.ush
│ │ │ │ └── AQ_LightingPointLights.ush
│ │ │ └── AQ_ReflectedDirectLighting.ush
│ │ ├── AQ_ShadingModel_MetallicMirror.ush
│ │ │ └── AQ_Lighting.ush
│ │ │ ├── Spot Light
│ │ │ │ ├── AQ_ReflectedDirectPointLighting.ush
│ │ │ │ └── AQ_LightingPointLights.ush
│ │ │ ├── Sphere Light
│ │ │ │ ├── AQ_ReflectedDirectPointLighting.ush
│ │ │ │ └── AQ_LightingPointLights.ush
│ │ │ └── AQ_ReflectedDirectLighting.ush
│ │ ├── AQ_ShadingModel_ThinTranslucent.ush
│ │ │ └── AQ_Lighting.ush
│ │ │ ├── Spot Light
│ │ │ │ ├── AQ_ReflectedDirectPointLighting.ush
│ │ │ │ └── AQ_LightingPointLights.ush
│ │ │ ├── Sphere Light
│ │ │ │ ├── AQ_ReflectedDirectPointLighting.ush
│ │ │ │ └── AQ_LightingPointLights.ush
│ │ │ └── AQ_ReflectedDirectLighting.ush
│ │ ├── AQ_ShadingModel_Water.ush
│ │ │ └── AQ_Lighting.ush
│ │ │ ├── Spot Light
│ │ │ │ ├── AQ_ReflectedDirectPointLighting.ush
│ │ │ │ └── AQ_LightingPointLights.ush
│ │ │ ├── Sphere Light
│ │ │ │ ├── AQ_ReflectedDirectPointLighting.ush
│ │ │ │ └── AQ_LightingPointLights.ush
│ │ │ └── AQ_ReflectedDirectLighting.ush
│ │ ├── AQ_ShadingModel_Translucent.ush
│ │ │ └── AQ_Lighting.ush
│ │ │ ├── Spot Light
│ │ │ │ ├── AQ_ReflectedDirectPointLighting.ush
│ │ │ │ └── AQ_LightingPointLights.ush
│ │ │ ├── Sphere Light
│ │ │ │ ├── AQ_ReflectedDirectPointLighting.ush
│ │ │ │ └── AQ_LightingPointLights.ush
│ │ │ └── AQ_ReflectedDirectLighting.ush
│ │ ├── AQ_ShadingModel_Unlit.ush
│ │ ├── AQ_ShadingModel_LitTransparent.ush
│ │ │ ├── AQ_AmbientOcclusion.ush
│ │ │ └── AQ_Lighting.ush
│ │ │ ├── Spot Light
│ │ │ │ ├── AQ_ReflectedDirectPointLighting.ush
│ │ │ │ └── AQ_LightingPointLights.ush
│ │ │ ├── Sphere Light
│ │ │ │ ├── AQ_ReflectedDirectPointLighting.ush
│ │ │ │ └── AQ_LightingPointLights.ush
│ │ │ └── AQ_ReflectedDirectLighting.ush
│ │ └── AQ_ShadingModel_Invalid.ush
│ └── On Miss
│ └── AQ_ShadingModel_Sky.ush
├── Layer Composition
│ ├── Shading Model Sky
│ ├── Shading Model Dielectric
│ ├── Shading Model Dielectric Mirror
│ ├── Shading Model Metallic Mirror
│ ├── Shading Model Volumetric/Thin Translucent
│ ├── Shading Model Foliage
│ ├── Shading Model Water
│ ├── Shading Model Unlit
│ ├── Shading Model Lit Transparent
│ └── Shading Model Invalid
├── Fog Application
├── Debug Viewmodes
├── NaN/Inf Checks
└── Final Color
Shader End