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Channel: Deferred Shading and material ID - Game Development Stack Exchange
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Answer by andrewchan2022 for Deferred Shading and material ID

Bindless Texturing for Deferred Rendering and Decalshttps://therealmjp.github.io/posts/bindless-texturing-for-deferred-rendering-and-decals/render uv and material id to gbuffer,then use bindless...

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Answer by Justin William Stanley Bryant for Deferred Shading and material ID

In my renderer I have a material ID that I use to change the material settings of rendered objects that way each object can have a different roughness\metalness\Fresnel\specular color\lighting type.You...

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Deferred Shading and material ID

I am implementing a deferred rendering framework, and I wanted to allow programmers to write custom materials.However, I did not find yet how to handle different materials.For now, a material is just a...

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