Tagged Questions
2
votes
1answer
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Unity3D custom camera matrix breaking shadows/lights in deferred rendering
EDIT 1:
So it seems this is a common issue with Unity, and it comes from a bug in which custom camera matrices break deferred lighting and shadows. This topic right here talks about it a bit, but the ...
0
votes
1answer
307 views
Speed up lighting in deferred shading
I implemented a simple deferred shading renderer.
I use 3 G-Buffer for storing position (R32F), normal (G16R16F) and albedo (ARGB8).
I use sphere map algorithm to store normals in world space.
...