Skip to content
A deferred engine created with monogame
Branch: master
Clone or download

Deferred Engine For Monogame


Feedback ->

Alt text


  • an easy to use viewer, with lots of GUI options
  • G-buffer creation with support for physically based materials ( albedo, normal, roughness, metallic, mask)
  • Cook-Torrance specular shading and Oren-Nayar diffuse shading for point lights
  • light and mesh frustum culling
  • deferred point lights, directional lights and environment mapping
  • soft shadows
  • dynamically updating point light shadows depending on scene changes
  • temporal anti-aliasing
  • HDR Bloom
  • screen space ambient occlusion (HBAO)
  • screen sapce reflections
  • linear HDR pipeline.
  • EXPERIMENTAL: screen space emissive materials (not updated to work right now)


  • " ^ " / the key above TAB : debug console with suggestions (tab to autocomplete)
  • Space: Go into editor mode
    • R / T: Change transformation gizmos between translation and rotation
    • Del : Delete object
    • Insert : Copy object
  • WASD : move the camera
  • right mouse drag : rotate the camera
  • F1 : Cycle through render targets (albedo, normals, depth etc.)

How to manipulate the scene

  • See the Main / MainLogic.cs for details. Manipulate and add scene objects in Initialize() and Update();


This solution provides a basic 3d deferred rendering engine implemented in Monogame. You will need to have Monogame (3.6.0187 or newer) installed and Visual Studio 2013+ to compile.

This is not intended to be an engine used for custom programs / games, but rather a playground which makes it easy to understand and implement custom shaders.

The sample scene contains the Sponza Atrium (from Crytek), the Stanford Dragon ( and Daft Punk Helmets (by Anders Lejczak -

You can’t perform that action at this time.