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DX11 How to combine several lighting effect such as shadow and SSAO and defered shading?

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I'm working on a chess game in XNA.
I wonder if I could combine several effect such as shadow and HDR.

It sounds like a small rendering engine already. Books have covered those techniques individually, but haven't talked about how to integrate them into a whole.

Any suggestions?

And is XNA really inefficient??
I can do DX11 too, but I figure it's not much a big project, so I'd use XNA. But now I'm kinda wavering cuz the inefficiency of managed code..XNA...

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XNA is capable of combining Shadow mapping, SSAO, HDR and deferred shading... You just have to add more passes.
-Create a shadow map like you normally would in a forward renderer.
-Create the G-buffer of your deferred renderer.
-Using your G-buffer normal and depth maps calculate the SSAO map.
-In light lighting pass use the G-buffer, the SSAO map and the shadow map to calculate every pixel color.

You can implement HDR at the end like this

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