Sign in to follow this  

How do I implement multiple material in deferred shading?

This topic is 1766 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

How do I implement multiple material in deferred shading?

Do you have some great solution?

Thanks!

Share this post


Link to post
Share on other sites

This was the second google result when searching for "deferred shading multiple materials" and could perhaps be of help. It has a link to another page from NVIDIA with more information. I just skimmed it through so I'm not sure it's exactly what you're looking for.

Share this post


Link to post
Share on other sites

Isn't their an article on the web about doing this with 8-bits of one of your gbuffer's rendertargets?

Yes, But it's so terrible.

I want to present more material types in lighting stage, but I can't do that. One disadvantage of deferred shading is the limited amount of material types.

Share this post


Link to post
Share on other sites

This was the second google result when searching for "deferred shading multiple materials" and could perhaps be of help. It has a link to another page from NVIDIA with more information. I just skimmed it through so I'm not sure it's exactly what you're looking for.

Whatever. Thank you to answer my question. Thank you very much!

Share this post


Link to post
Share on other sites

This was the second google result when searching for "deferred shading multiple materials" and could perhaps be of help. It has a link to another page from NVIDIA with more information. I just skimmed it through so I'm not sure it's exactly what you're looking for.

 

Before that I was using the second method in that article, but I known some issue so that I shouldn't take this way.
Well, I have new idea as your help. Thank you.

Share this post


Link to post
Share on other sites

deffered rendering demands one front pass, in which you fill the data to G buffers. Besides normals and position info, you can also fill in plain diffuse color, so I would render colors (materials) in front pass and have material pick logic in front shader. In deffered I would apply rest of shading that can be done on those data.

Share this post


Link to post
Share on other sites
Sign in to follow this