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How do I implement multiple material in deferred shading?

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#1 SUN SONS   Members   

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Posted 15 March 2013 - 09:48 PM

How do I implement multiple material in deferred shading?

Do you have some great solution?

Thanks!


Nothing is true, everything is permitted.

#2 Steve_Segreto   Members   

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Posted 16 March 2013 - 12:33 AM

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



#3 Ninian   Members   

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Posted 16 March 2013 - 02:10 AM

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.



#4 SUN SONS   Members   

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Posted 16 March 2013 - 02:45 AM

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.


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#5 SUN SONS   Members   

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Posted 16 March 2013 - 02:49 AM

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!


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#6 SUN SONS   Members   

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Posted 16 March 2013 - 03:21 AM

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.

Nothing is true, everything is permitted.

#7 JohnnyCode   Members   

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Posted 18 March 2013 - 10:37 AM

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.






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