Goodluck / API Reference


Render the world using the deferred rendering pipeline: the shading pass.

sys_render_shading requires that the GBuffer target be rendered to by sys_render_deferred first. Then, the shading pass adds lighting, shading, and shadows using light volumes, which are blended on top of each other.

For materials which support shadows, the shadow map must be first rendered by sys_render_depth.

The result is rendered to the Shaded render target, which can be then used by the postprocessing step. Consult the DeferredShading example's sys_render_postprocess to learn how to implement the bloom effect, tone-mapping, and FXAA.