Andrew Fagan

Deferred Rendering Path

Geometry Pass

Iterates over all the geometry viewable to the camera and populates their material properties into the GBuffer.

Cascaded Shadow Map Pass

Calculates the shadows in the scene utilizing layered rendering to perform cascaded shadow mapping.

Lighting Pass

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.

Environment Map Pass

A pass to draw the environment map behind all rendered geometry.

Tone Mapping Pass

Transforms HDR values in the ACEScg space into SDR sRGB space.

FXAA Pass

Performs FXAA for anti-aliasing