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coreThe issue is related to the Core library.The issue is related to the Core library.enhancementNew feature or requestNew feature or requestrenderingRendering related issues / questionsRendering related issues / questionsshader
Description
Forward Rendering
- Lights calculated per object in the main fragment shader.
- Few lights
- mobile/VR
Q: Do we need a separate pre-built shader for this?
A: TBD
Q: Should we set a maximum allowed lights for this? (Current implementation as of writing uses 4 point lights, 1 directional light and 1 spotlight.)
A: TBD
Deferred Rendering
- G-buffer stores world data
- lighting is applied in a separate full-screen pass.
- Many lights
- more complex scenes
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coreThe issue is related to the Core library.The issue is related to the Core library.enhancementNew feature or requestNew feature or requestrenderingRendering related issues / questionsRendering related issues / questionsshader