Iterates over all the geometry viewable to the camera and populates their material properties into the GBuffer.
Calculates the shadows in the scene utilizing layered rendering to perform cascaded shadow mapping.
Uses a metallic-roughness PBR workflow and the Cook-Torrence model to calculate lighting from point lights and directional lights. Additionally utilizes image-based lighting for indirect global lighting.
A pass to draw the environment map behind all rendered geometry.
Transforms HDR values in the ACEScg space into SDR sRGB space.
Performs FXAA for anti-aliasing