Forward Rendering
- Lights calculated per object in the main fragment shader.
- Few lights
- mobile/VR
Q: Do we need a separate pre-built shader for this?
A: TBD
Q: Should we set a maximum allowed lights for this? (Current implementation as of writing uses 4 point lights, 1 directional light and 1 spotlight.)
A: TBD
Deferred Rendering
- G-buffer stores world data
- lighting is applied in a separate full-screen pass.
- Many lights
- more complex scenes
Forward Rendering
Q: Do we need a separate pre-built shader for this?
A: TBD
Q: Should we set a maximum allowed lights for this? (Current implementation as of writing uses 4 point lights, 1 directional light and 1 spotlight.)
A: TBD
Deferred Rendering