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.
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.