Clustered Shading: Difference between revisions
Jump to navigation
Jump to search

m (Equalizer5118 moved page Clustered rendering to Clustered Shading: See edit reason for last page change) |
(Note) |
||
Line 1: | Line 1: | ||
{{LanguageBar|title=Clustered shading}} | {{LanguageBar|title=Clustered shading}} | ||
'''Clustered shading''' is a [[lighting]] technique that allows dynamic [[lights]] to be rendered with [[cheap|little to no performance impact]], similar to a [[deferred lighting|Deferred renderer]]. | '''Clustered shading''', sometimes referred to as a "Clustered renderer", is a [[lighting]] technique that allows dynamic [[lights]] to be rendered with [[cheap|little to no performance impact]], similar to a [[deferred lighting|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 [https://wiki.stratasource.org/lighting/clustered/what_is Strata Source Wiki]. | A more in-depth description of clustered shading and documentation on how to utilize it in supported games can be found on the [https://wiki.stratasource.org/lighting/clustered/what_is Strata Source Wiki]. |
Revision as of 22:35, 2 July 2025


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:
Strata Source useses Clustered Forwards shading (forwards+)
Portal 2: Community Edition (currently available via clustered beta branch).
Momentum Mod (currently available via 0.10.0-pre beta branch)
Operation: Black Mesa use a hybrid between forward and deferred clustered shading
Source 2
- N/A