This is my deferred render pipeline, implemented in Panda3D. This pipeline aims to do everything related to graphics for you, so that the user can focus on making the game, and not the graphics.
This pipeline is still in developement, feel free to join :)
Thanks especially to rdb and all the others for support & help!
You can find the wiki & instructions how to setup the pipeline at https://github.com/tobspr/RenderPipeline/wiki
- Allows forward shading, too
- Pre-Renders depth to avoid overdraw
- Not sure if it's needed at all
- SSDO, SAO and HBAO
- Point Lights
- Directional Lights
- PSSM Shadows
- Sun Lights
- Atmospheric Scattering
- Ambient Lights
- Darken or Bright
- Artist controlled Global Illumination
- Darken or Bright
- Projector Lights
- Either shadow casting or not
- Projection texture
- Can be used for flashlights for example
- Area Lights
- Caster is a rectangle
- Also supports projection texture
- Maybe Cone-Mapping for penumbras?
- Only in areas where reflective materials are used
- and SSLR does not work well for the material
- like water patches
- and SSLR does not work well for the material
- Image based lighting
- Screen Space Local Reflections for reflective materials
- Cheapest solution for reflections
- Rare usage, because of performance
- Not updated every frame
- Focal Blur
- Movement Blur (edges)
- Mipmap based + in place 4x4 kernel
- Varying radius (DOF)
- Maybe Bokeh