Expand description
Physically based rendering (PBR) integration for WaterDropEngine.
This crate wires the PBR rendering stack into the engine and exposes the core building blocks to configure deferred PBR rendering.
The PBR rendering stack is built on top of the deferred rendering pipeline, and consists of the following passes:
RenderPassDeferredGBuffer: Renders the scene geometry into the G-buffer (only opaque objects). It writes to theDepthTextureand the G-bufferDeferredTextures(albedo, normal, depth) in MSAA format.RenderPassDeferredLighting: Performs the lighting pass, reading from the resolved G-buffer texturesDeferredTexturesResolvedand writing to aRenderTexturein MSAA format.RenderPassTransparent: Renders transparent objects, using theDepthTexturefor depth testing, and writing to the sameRenderTextureas the lighting pass (in MSAA format).RenderPassResolve: At the end of the frame, resolves the MSAARenderTextureto the swapchain image for presentation. This pass is automatically added by the engine and cannot be configured.
To find out more about the deferred rendering pipeline and how to add custom render subpasses, see the documentation of the deferred module.
Modules§
- deferred
- Deferred PBR module.