Clustered shading

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Revision as of 22:16, 2 July 2025 by Equalizer5118 (talk | contribs) (Its clustered shading, which can be implemented in a forward or deferred renderer. Not possible in 2013, requires dx11, which requires core engine code access. Before publishing info people may take as fact, do some fact checking. The primary source game that it is used in that needs documentation for modders (strata) already has it on its wiki, linked to it. Source for page namr change: Chalmers University of Technology)
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Clustered shading 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:

Source 2

  • N/A

See also