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A few implementation details for the curious: | A few implementation details for the curious: | ||
* It's a deferred renderer. Most post-processing effects integrate | |||
very nicely with a deferred pipeline, and modern forward rendering | very nicely with a deferred pipeline, and modern forward rendering | ||
techniques usually require a depth prepass. I haven't found an easy | techniques usually require a depth prepass. I haven't found an easy | ||
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prepass, so I preferred to just go deferred. | prepass, so I preferred to just go deferred. | ||
* Entirely PBR-based. Old/legacy materials try to "translate" from the | |||
legacy ambient/diffuse/specular model to PBR metalness/roughness. | legacy ambient/diffuse/specular model to PBR metalness/roughness. | ||
Still, the classic pipeline isn't going anywhere. If a particular | Still, the classic pipeline isn't going anywhere. If a particular | ||
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ALS/classic. | ALS/classic. | ||
* HDR and eye adaptation. Lighting values are written to HDR buffers | |||
and then tone mapped based on a exposure setting. This exposure | and then tone mapped based on a exposure setting. This exposure | ||
parameter is calculated automatically based on the average scene | parameter is calculated automatically based on the average scene | ||
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wearing sunglasses? :) | wearing sunglasses? :) | ||
* Real time environment mapping. At the start of the frame we render | |||
to a cubemap and subsequent passes use this information to evaluate | to a cubemap and subsequent passes use this information to evaluate | ||
indirect lighting. | indirect lighting. | ||
* Miscellaneous post-processing passes like ambient occlusions, FXAA, | |||
bloom, etc. | bloom, etc. | ||