Hi guys,
I wonder if there is some solution to the shading models in Deferred rendering. As far as I know, integrating variant shading models to Deferred rendering is not practical,Now which I cound do is only blinn-phong shading model for all materials.
If I could store a material id into Gbuffer, and then how to use this id to fetch the right shading model? Via branching?
I wonder if there is some solution to the shading models in Deferred rendering. As far as I know, integrating variant shading models to Deferred rendering is not practical,Now which I cound do is only blinn-phong shading model for all materials.
If I could store a material id into Gbuffer, and then how to use this id to fetch the right shading model? Via branching?