Original Post
I have a few questions on implementation details of a light pre-pass renderer. Specifically, I'm wondering how one would handle HDR with this setup? Because the alpha channel is in use for specular light properties, I can't use an RGBA8 target with an alternate color-space. I know an RGBA16F target would work, but that seems like overkill, and would reduce the number of platforms I could support. Also, it'll cost me MSAA, and might force me to do something like Quincunx AA. I suppose I could use MRTs, but that wouldn't be much better and I was hoping to avoid it if I could. Can anyone help me with this conundrum?






