Deferred lighting

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Deferred lighting is an alternate lighting technique, which is much different from the default Radiosity lighting that comes with Source Source. It uses many different lighting passes to generate higher quality lighting, with real time shadows.

Availability

Very few Source Engine games utilize this lighting technique, as it is very complicated to implement, the games that do use this are listed here:

Differences from vanilla radiosity

When compiling a map in any of Valve's games, each map is run through VRAD, which takes data from all the light sources and compile them into a "lightmap" texture. While this does provide high-quality and variable lighting, it is completely static, save for the limited ability to toggle on some lights in a scene. The difference between radiosity and Deferred lighting is that Deferred lighting computes all its lights in real time. The game takes data from the normals of the object, its geometry, its albedo, and its specular lighting to create real time accurate lighting.

Features

  • Quite cheap realtime lighting and shadows
Todo: add more

Drawbacks

  • Traditional antialiasing like MSAA might not work with it like in Black Mesa Black Mesa, but it depends how it was implemented into the game. As with Alien Swarm Deferred Alien Swarm Deferred, and Lambda Wars Lambda Wars is still supported.
  • (only in Alien Swarm Deferred) All lightmaps are disabled and only deferred lighting lights the world.

Implementing into Source 2013 Singleplayer Source 2013 Singleplayer

Template:Useless

Todo: Write a complete tutorial on how to do this with Lambda Wars's implementation as it's the most robust that is available to the public.

The following directories contents need to be edited to implement deferred lighting:

  • game
    • Client
      • ?
    • Server
      • ?
    • Shared
      • ?
  • materialsystem
    • stdshaders
      • ?
  • public
    • renderparm.h

See also

External links