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Clustered Forward Plus Renderer
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An experiment to implement Clustered Forward rendering from scratch within Unity. Clustered Forward, like Deferred, solves one of the classic problems of traditional Forward rendering - the limits of how many lights can shade one object (plus the CPU cost of culling lights per object), but unlike traditional Deferred rendering allows completely custom shaders to be used per object, as well as supporting transparent objects in a unified way, and also allows hardware MSAA to be used.
Alan Stagner (Jet Fist Games)
Freelance General Developer - Programmer
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