Clustered Shading: Difference between revisions

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=== Source ===
=== Source ===
The following {{Source|1}} games or branches use this technique:
The following {{Source|1}} games or branches use this technique:
* {{strata|4}} useses Clustered Forwards shading (forwards+)
* {{strata|4}} uses Clustered Forwards shading (Forward+)
** {{p2ce|4}} (currently available via {{code|clustered}} beta branch).
** {{p2ce|4}} (currently available via {{code|clustered}} beta branch).
** {{momentum|4}} (currently available via {{code|0.10.0-pre}} beta branch)
** {{momentum|4}} (currently available via {{code|0.10.0-pre}} beta branch)
*{{obm|4}} use a hybrid between forward and deferred clustered shading
*{{obm|4}} use a hybrid between forward and deferred clustered shading
=== Source 2 ===
* N/A


=== See also ===
== See also ==
* [[Deferred renderer]]
* [[Deferred renderer]]



Latest revision as of 14:17, 27 August 2025

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Clustered shading, sometimes referred to as a "Clustered renderer", is a lighting technique that allows dynamic lights to be rendered with little to no performance impact, similar to a Deferred renderer.

A more in-depth description of clustered shading and documentation on how to utilize it in supported games can be found on the Strata Source Wiki.


Usage

Source

The following Source games or branches use this technique:

See also