Tagged Questions
2
votes
1answer
165 views
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 ...
2
votes
1answer
87 views
Unity3D How too write to the back buffer AFTER the final pass of deferred rendering
I've been using this script and shader from the wiki, and they work wonders; my only problem is using them in deferred rendering.
Now, the way this shader works is by writing to the depth buffer to ...
1
vote
0answers
99 views
Deferred Rendering: Orthographic directional light that has position
Basically I need to code a light for deferred rendering that is a cross between a spotlight and a directional (positionless) light. It's to be used for sunlight, but because my terrain has overhangs ...
3
votes
1answer
248 views
XNA Deferred Shading, Replace BasicEffect
I have implemented deferred shading in my XNA 4.0 project, meaning that I need all objects to start out with the same shader "RenderGBuffer.fx". How can I use a custom Content Processor to:
Not load ...
10
votes
2answers
865 views
Projective texture and deferred lighting
In my previous question, I asked whether it is possible to do projective texturing with deferred lighting. Now (more than half a year later) I have a problem with my implementation of the same thing. ...
4
votes
2answers
504 views
Deferred lighting and projective texturing?
Is posible to use this technique with deferred lighting?