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Plan A - the automatized real deal
Throw together a bunch of material shaders with multiple outputs, and the system figures out the ideal layout for the materials' outputs. The forward renderer then creates a gbuffer of such layout, and generates code to write into and read from the gbuffer.
Plan B - the flexible manual way
The gbuffers layout is specified by hand, and an HLSL API is given to materials to #include. Through the API, material shaders can manually access and write the gbuffer.
The text was updated successfully, but these errors were encountered:
Plan A - the automatized real deal
Throw together a bunch of material shaders with multiple outputs, and the system figures out the ideal layout for the materials' outputs. The forward renderer then creates a gbuffer of such layout, and generates code to write into and read from the gbuffer.
Plan B - the flexible manual way
The gbuffers layout is specified by hand, and an HLSL API is given to materials to #include. Through the API, material shaders can manually access and write the gbuffer.
The text was updated successfully, but these errors were encountered: