Andrew Fagan

Forward Rendering Path

Pre-Depth Pass (MSAA x4)

A pass before the main geometry pass that only writes to the depth buffer to help prevent overdraw and extra work when calculating lighting in the Lighting pass.

Cascaded Shadow Map Pass

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

Lighting Pass (MSAA x4)

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 (MSAA x4)

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.