Job interview Flashcards

1
Q

Deferred Shading rendering path

A

When using deferred shading, there is no limit on the number of lights that can affect a GameObject
. All lights are evaluated per-pixel, which means that they all interact correctly with normal maps
, etc. Additionally, all lights can have cookies and shadows.

Deferred shading has the advantage that the processing overhead of lighting is proportional to the number of pixels
the light shines on. This is determined by the size of the light volume in the Scene
regardless of how many GameObjects it illuminates. Therefore, performance can be improved by keeping lights small. Deferred shading also has highly consistent and predictable behaviour. The effect of each light is computed per-pixel, so there are no lighting computations that break down on large triangles.

On the downside, deferred shading has no real support for anti-aliasing and can’t handle semi-transparent GameObjects (these are rendered using forward rendering). There is also no support for the Mesh
Renderer’s Receive Shadows flag and culling masks
are only supported in a limited way. You can only use up to four culling masks. That is, your culling layer mask
must at least contain all layers minus four arbitrary layers, so 28 of the 32 layers must be set. Otherwise you get graphical artifacts.

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